Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on March 02, 2003, 02:36:27 pm

Title: "Electronics" tag
Post by: Galemp on March 02, 2003, 02:36:27 pm
Alright, this is an interesting tag. It was originally found on the FS1 Disruptor missile. If you fired this weapon at a cruiser, it would shut down for a short period of time; all the turrets would lock and the engines would stop dead. It never got much attention because the missile was introduced late in the FS1 campaign, didn't last very long, and there was no FS2 counterpart. The tag was still in the code, though, as the D-Missile still works in FS2.

Can we explode this tag like we did with the Corkscrew flag? Have some table set parameters, like intensity, weapon-duration, engine-duration, and beam-duration. Intensity can be used as a multiplier with the duration parameters in the same way damage is done, and affect different ships different amounts (via HP.) A standard FS1 D-miss would shut down a Cain for 30 seconds, a Lilith for 20, and a Demon for 10, for example. Then you can have really high intensity weapons but that only affect beams; lots of stuff you can do.,

Making this avaliable as a flag for primaries would have some very interesting results. We could have SW style ion cannons, where on impact the ship is disrupted for a short period of time. Or, apply it to beam weapons. The beam can act like a tractor beam, holding the taget disarmed and immobile while it is captured, or while more powerful weapons are brought to bear.

If somebody could look into the workings of this tag, and apply these ideas, there are lots of possibilities.

EDIT: Can we have critical lightning dance across the hull as an option? For SW ion cannons, that is.
Title: "Electronics" tag
Post by: Galemp on March 04, 2003, 03:58:07 pm
Bump.

Anyone?
Title: "Electronics" tag
Post by: kasperl on March 04, 2003, 04:00:09 pm
it shure looks like some cool weapons can be derived from this, and some coder shood look in to this.
Title: "Electronics" tag
Post by: IceFire on March 04, 2003, 07:02:22 pm
Please...I forgot about this missile and it may be useful.
Title: "Electronics" tag
Post by: Galemp on March 07, 2003, 05:34:53 pm
Re-Bump

This is neat... don't let it die. :(
Title: "Electronics" tag
Post by: Goober5000 on March 07, 2003, 09:48:29 pm
Quite neat. :)

Someone pick this up?
Title: "Electronics" tag
Post by: SKYNET-011 on March 08, 2003, 08:58:00 am
Yeah, this tag looks useful... :drevil:
Title: "Electronics" tag
Post by: Galemp on March 11, 2003, 01:40:21 pm
Bump the third.

Can I get someone to pick this up? Anyone at all? Please? How hard can it be?
Title: "Electronics" tag
Post by: SKYNET-011 on March 11, 2003, 01:54:51 pm
Support the Electronics Tag cause! :D
Title: "Electronics" tag
Post by: SadisticSid on March 11, 2003, 01:55:01 pm
So long as you can specify what size class of ship it can disable, I'm all up for this! :yes:

Sid.
Title: "Electronics" tag
Post by: <<ERROR>> on March 12, 2003, 04:01:27 am
I like it. Proper EMP effects.
Title: "Electronics" tag
Post by: Galemp on March 13, 2003, 11:40:23 am
BUMP THEM UNTIL THEY GIVE UP!!
Title: "Electronics" tag
Post by: karajorma on March 13, 2003, 01:49:37 pm
I would like to see this too.
Title: "Electronics" tag
Post by: Galemp on March 23, 2003, 12:01:57 pm
Maybe I should just give up on this... :(
Title: "Electronics" tag
Post by: kasperl on March 23, 2003, 02:35:05 pm
bumping, just cause i think it's a good feature.


come on guys, can anyone take a look at it, or at least say no one will ever make this.
Title: "Electronics" tag
Post by: Goober5000 on March 23, 2003, 02:57:06 pm
Someone will probably get around to this if you remind us about it often enough.  It seems pretty straightforward.
Title: "Electronics" tag
Post by: pyro-manic on March 23, 2003, 03:11:01 pm
YES!!! DO THIS NOW!!!

I need this sooooo badly it hurts!

It'd be really useful for my campaign...and it'd open up a whole new area of weapons modding ;7
Title: "Electronics" tag
Post by: SKYNET-011 on March 23, 2003, 03:16:39 pm
[Hypnosis]Dooooooo iiiiiiiiiiiiiiit...[/Hypnosis]
Title: "Electronics" tag
Post by: Ace on March 23, 2003, 04:14:48 pm
On the tractor beam, ages ago I did an experiment with a Lucifer type beam with a negative mass value and the disruptor tag. A second beam with a countering mass value would then fire afterwards with SEXPTs to the ship was held at a safe distance. (the trick was to line up both ships so the beams' vectors would add together right)
Title: "Electronics" tag
Post by: silverwolf on March 23, 2003, 04:28:45 pm
good idear you have GE
Title: "Electronics" tag
Post by: Black Wolf on March 23, 2003, 08:48:09 pm
Let me try GE...

We need to have this tag modified for Ion Cannons in the Star Wars mod. You do want the SW mod don't you? Yes, I thought so.

Mmmmmmmm. Staaaar Waaaars.
Title: "Electronics" tag
Post by: Galemp on March 30, 2003, 01:04:21 am
*whack* Get up there.

Goober! The thread is calling you!
Title: "Electronics" tag
Post by: Goober5000 on March 30, 2003, 01:30:51 am
Yeesh, do you want me to FRED missions or write code? ;)
Title: "Electronics" tag
Post by: Galemp on March 30, 2003, 01:35:49 am
Both. :D Choose your priorites (though I'd love to see that STR14 bug done ASAP.)
Title: "Electronics" tag
Post by: Goober5000 on March 30, 2003, 02:03:59 am
What bug?
Title: "Electronics" tag
Post by: Galemp on March 30, 2003, 12:51:07 pm
The bug you so handily found and fixed by the time I posted that. :nervous:
Title: "Electronics" tag
Post by: Goober5000 on March 30, 2003, 02:21:45 pm
And which you had responded to even before you posted in this thread. :lol:
Title: "Electronics" tag
Post by: SKYNET-011 on March 31, 2003, 05:42:00 pm
*Bump*

I like this tag too. :nod:
Title: "Electronics" tag
Post by: Black Wolf on April 02, 2003, 04:08:43 am
Mmmmm Staar Waars.

And bump too.
Title: "Electronics" tag
Post by: SKYNET-011 on April 06, 2003, 01:50:29 pm
*Bump*
Title: "Electronics" tag
Post by: diamondgeezer on April 06, 2003, 02:25:17 pm
*buk*

TEHR WILL NO BE AN FS3!!!!1one

Oh wait, wrong thread...
Title: "Electronics" tag
Post by: SKYNET-011 on April 06, 2003, 08:05:51 pm
Quote
Originally posted by diamondgeezer
*buk*

TEHR WILL NO BE AN FS3!!!!1one

Oh wait, wrong thread...


:wtf:
Title: "Electronics" tag
Post by: SKYNET-011 on April 08, 2003, 03:48:02 pm
*Bump*

-Is a fanatic-
Title: "Electronics" tag
Post by: Fineus on April 08, 2003, 04:22:14 pm
Stuck, stop bumping please :)
Title: "Electronics" tag
Post by: diamondgeezer on April 08, 2003, 04:36:14 pm
Hey, IPAndrews told us to do it


Oh bugger, wrong thread again - it's all the bumping, you understand. Makes me think I'm back in THAT thread :)
Title: "Electronics" tag
Post by: SKYNET-011 on April 08, 2003, 07:25:39 pm
Yes! Stickified!
Title: "Electronics" tag
Post by: Black Wolf on April 08, 2003, 09:50:52 pm
Quote
Originally posted by diamondgeezer
Hey, IPAndrews told us to do it


Well, this time it was Goober who told us to :)
Title: "Electronics" tag
Post by: Galemp on April 15, 2003, 07:03:15 am
Bumping a sticky thread, because I have yet to actually hear from a coder on implementing this. :blah:
Title: "Electronics" tag
Post by: Goober5000 on April 15, 2003, 08:05:42 am
I don't count? ;)

I'll implement this eventually - but you gotta wait about two weeks for exams to finish up first. :)
Title: "Electronics" tag
Post by: TrashMan on April 22, 2003, 04:03:04 am
:D Yessssssssssssss:D

This tag is just what I need for my campaign!
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 09:27:37 am
i should be done with this soon. say about 20 min

details to come
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 10:23:00 am
it works :)

table entry (after any corkscrew stuff, but before beam info)

Code: [Select]

$Electronics:
 +Intensity: 2 ;;multiplied by constant depending on ship type so big ships are disrupted for shorter lengths of time
 +Lifetime: 10000 ;;life of effect in milliseconds
 +Engine Multiplier: 1 ;;how much longer this lasts on engines
 +Weapon Multiplier: 2 ;;how much longer this lasts on weapons/turrets


the intensity multipliers are:
escape pod = 10.0
sentry gun = 10.0
fighter/bomber = 7.5
support ship = 3.0
transport = 2
freighter = 1.75
gas miner = 1.2
cruiser = 1.0
awacs = 0.9
corvette = 0.4
capital ship = 0.2
supercap = 0.075
knossos device/comm node = 0.1

therefore, if you manage to hit a fighter with a supercap disruptor, it shouldn't move for a while ;)

disruption time = lifetime * scale * intensity
then its adjusted according to subsytem multipliers
Title: "Electronics" tag
Post by: Black Wolf on May 03, 2003, 10:32:10 am
I donl;t suppose it'd be possible to add some blue lightning to it (unless it's already there, that is)?

Even if not, still pretty cool :).
Title: "Electronics" tag
Post by: KARMA on May 03, 2003, 10:38:47 am
sounds very good
*we have ions now*
*disable them all!*
:)
Title: "Electronics" tag
Post by: Goober5000 on May 03, 2003, 10:50:48 am
Wow, thanks, Phreak!  Saved me some work.  Good job. :)

EDIT: Can you explain the Intensity multiplier a bit more?  Is it multiplied by the ship constant or does it correspond one-to-one? etc.
Title: "Electronics" tag
Post by: CP5670 on May 03, 2003, 12:16:08 pm
Excellent; this should allow for some neat weapon types. :yes:
Title: "Electronics" tag
Post by: Galemp on May 03, 2003, 12:32:01 pm
HOORAY!

Just two more nags:

Can you add the yellow-lightning ionized effect? Look at the code for the EMP and pull it from there.

Can you add another parameter, Beam Multiplier. That way the weapons multiplier would do the same as turret-lock-all and the beam multiplier would do the same as beam-lock-all.
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 02:20:16 pm
i'm gonna hold off on the spark effect for now, but i added two more categories for disruption multipliers

sensors/awacs
beam turret
Title: "Electronics" tag
Post by: Galemp on May 03, 2003, 03:44:25 pm
Just out of interest, what would be the values the original D-missile defaults has?
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 05:16:10 pm
i think electronics is different in fs2.

the code i saw disrupted all subsystems within the blast radius of the missile for 6-10 seconds
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 05:58:28 pm
this new table entry now reflects changes

Code: [Select]

 +Intensity: 2 ;;multiplied by constant depending on ship type so big ships are disrupted for shorter lengths of time
 +Lifetime: 10000 ;;life of effect in milliseconds
 +Engine Multiplier: 1 ;;how much longer this lasts on engines
 +Weapon Multiplier: 2 ;;how much longer this lasts on weapons and non-beam turrets
 +Beam Turret Multiplier: 1.5 ;;how much longer this lasts on beam turrets
 +Sensors Multiplier: 0.75 ;;how much longer this lasts on sensors and awacs subsystems
Title: "Electronics" tag
Post by: pyro-manic on May 03, 2003, 06:55:13 pm
Yay! Time to make some more new stuff for my campaign! :)

P.S.
I take it this'll be in 3.6, then, will it?
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 07:04:07 pm
yup
Title: "Electronics" tag
Post by: pyro-manic on May 03, 2003, 07:08:59 pm
Eeeeexcellent..... ;7
Title: "Electronics" tag
Post by: Galemp on May 03, 2003, 08:17:08 pm
YES! Now, all we need is that yellow EMP lightning, and we're all set.
Title: "Electronics" tag
Post by: Bobboau on May 03, 2003, 08:38:22 pm
it might be a good idea to have a table specified multiplyer for each ship (ie a vulnerabilitary value in the ships table)
Title: "Electronics" tag
Post by: phreak on May 03, 2003, 09:04:10 pm
doing it by class would be easier than going through the table and adding a value depending on the ship
Title: "Electronics" tag
Post by: LAW ENFORCER on May 03, 2003, 09:11:51 pm
I would say by class unless a value was found in table, yeah
Title: "Electronics" tag
Post by: Bobboau on May 03, 2003, 09:14:51 pm
easier yes,
but haveing an optional table value would be better (defalts to ship class)
Title: "Electronics" tag
Post by: phreak on May 06, 2003, 04:51:10 pm
Quote
Originally posted by GalacticEmperor
YES! Now, all we need is that yellow EMP lightning, and we're all set.


done
Title: "Electronics" tag
Post by: phreak on February 02, 2005, 07:47:54 pm
ultra-:bump:

urgh there have been a few important changes to this code in the last week or so.  i may want to outline them

Firstly, the issue with the shockwaves have been resolved where the disruption effect wouldn't work at all if the weapon had a shockwave.

Secondly, the "randomness factor" has been made customizable.  previously, each disruption time was modified by ± 4 seconds.  specifying "+Randomness Time: {time in millseconds}" allows you to control this.  it is required if you do use the custom electronics parameter, but the default is 4000

Electronics weapons not using any electronics parameters default back to the original FS2 behavior, as this would break the balance with some campaigns that actually made use of these things before-hand.  You can also specify whether your weapon will use the original behavior with modifiable times or my new behavior.  The original behavior simply applies the disruption time to all ships, while my code scales the disruption time by an intensity value with a multiplier based on ship type.  The new code also allows for varying disruption times based on the subsystem type (engine, turret, beam turret, sensors).  The ship_type scale values for the new code have been modified as well

escape pod = 10.0
sentry gun = 10.0
fighter = 4.0 (down from 10.0)
bomber = 4.0 (down from 5.0)
support ship = 3.5 (up from 3.0)
transport = 2
freighter = 1.75
gas miner = 1.0 (down from 1.2)
cruiser = 0.9 (down from 1.0)
awacs = 0.8 (down from 0.9)
corvette = 0.333 (down from 0.4)
capital ship = 0.2
knossos device/comm node = 0.1
supercap = 0.075


here is the table to specify whether you're using a new or old style disruption effect.  values listed are default

Code: [Select]

$Electronics:
+Old Style: ;;required to use old-style disruption effect
+Lifetime: 6000
+Randomness Time: 4000


Code: [Select]

$Electronics:
+New Style: ;;required to use new-style disruption effect
+Intensity: 1
+Lifetime: 6000
+Engine Multiplier: 1.0
+Weapon Multiplier: 1.0
+Beam Turret Multiplier: 1.0
+Sensors Multiplier: 1.0
+Randomness Time: 4000
Title: "Electronics" tag
Post by: Trivial Psychic on February 02, 2005, 08:22:36 pm
1) Where in a table entry would this entry go?

2) As I've asked before, what is the feasability of using the electronics flag on weapons other than secondaries... primaries, flak, beams, etc.?
Title: "Electronics" tag
Post by: phreak on February 02, 2005, 08:57:42 pm
1) At the end. edit: if you're doing this for beams though then it should go before the beam info, but after the impact explosion.

2) It should work, i haven't tested it though.
Title: "Electronics" tag
Post by: FireCrack on February 03, 2005, 12:10:10 am
Umm, according to what i'e seen of the formula on fsdoc intensity and lifetime are multiplied together. Doesnt this make one of them redundant?
Title: "Electronics" tag
Post by: terren on February 03, 2005, 09:10:14 am
Can we get a '$shields multiplier:' added to this?
Title: "Electronics" tag
Post by: Woolie Wool on February 03, 2005, 12:39:45 pm
Quote
Originally posted by PhReAk
ultra-:bump:


Damnit. I thought Galemp was back or something.
Title: "Electronics" tag
Post by: karajorma on February 03, 2005, 01:22:43 pm
He is back. Just very quiet.
Title: "Electronics" tag
Post by: phreak on February 03, 2005, 04:08:35 pm
Quote
Originally posted by FireCrack
Umm, according to what i'e seen of the formula on fsdoc intensity and lifetime are multiplied together. Doesnt this make one of them redundant?


disruption time = intensity * ship_resistance (aka the "scale values" see above) * lifetime

usually intensity = 1/ship_resistance
Title: "Electronics" tag
Post by: FireCrack on February 03, 2005, 06:09:35 pm
but the intensity and lifetime are multiplied. So doubling lifetime has the same effect as doubling intensity.
Title: "Electronics" tag
Post by: phreak on February 03, 2005, 06:56:39 pm
yea true.  its there to make things easier to balance though.
Title: "Electronics" tag
Post by: Galemp on February 03, 2005, 11:22:25 pm
Quote
Originally posted by karajorma
He is back. Just very quiet.


ssshhhh... :nervous:
Title: "Electronics" tag
Post by: Woolie Wool on February 04, 2005, 10:52:48 am
Too late!;7