Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on March 09, 2003, 10:02:11 pm
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Question the first - How about an anti-Huge flag? If huge weapons can only be fired at big ships and such, an anti-huge weapon would only be able to target fighters. I'm working on something which needs to discern between anti-fighter and anti-other stuff weapons, or A-A and A-G if you like. Did that make sense?
Question the second - Fix0red
Question the third - How about some different ways of presenting the target box? Instead of having it in real colour, it could be done in a green tint and called FLIR. Or blues and pinks and yellows, Predator infra-red style. Or black and white, like an AGM-65 video feed. Etcetera. Perhaps even a zoom feature (well, maybe not)... If nothing else, Alikchi will complain it hurts his eyes ;7
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Originally posted by diamondgeezer
Question the third - How about some different ways of presenting the target box? Instead of having it in real colour, it could be done in a green tint and called FLIR. Or blues and pinks and yellows, Predator infra-red style. Or black and white, like an AGM-65 video feed. Etcetera. Perhaps even a zoom feature (well, maybe not)... If nothing else, Alikchi will complain it hurts his eyes ;7
you can turn it in wireframe, at least :)
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Originally posted by venom2506
you can turn it in wireframe, at least :)
It'd have to be visible polys only wireframe, ala Starcraft damage display. Full wireframe view would be far too complex to be of use, methinks.
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Originally posted by Sandwich
It'd have to be visible polys only wireframe, ala Starcraft damage display. Full wireframe view would be far too complex to be of use, methinks.
I mean it's done already, how it looks i don't really know, haven't tried yet ( shame on me, it's been done on my request :p )
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Originally posted by venom2506
I mean it's done already, how it looks i don't really know, haven't tried yet ( shame on me, it's been done on my request :p )
Oh yeah? Any screenies anywhere?
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Originally posted by diamondgeezer
Question the first - How about an anti-Huge flag? If huge weapons can only be fired at big ships and such, an anti-huge weapon would only be able to target fighters. I'm working on something which needs to discern between anti-fighter and anti-other stuff weapons, or A-A and A-G if you like. Did that make sense?
What about "fighter+" "bomber+"? I'm not sure "fighter+" exists, but I know "bomber+" does.
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Whatever, I'm not sure of the best way to approach this. I just basically want a system whereby certain missiles can only target enemy fighters, bombers and maybe small transports.
Has anybody got any suggestions concerning turret firing rates? I tried making a specific turret version of an existing player weapon, but it still refused to fire more than once every couple of seconds - the fire wait was set to 0.2. I want convincing AA fire comming form cap ship turrets, you know? And bomber turrets - increasing fire rate would make them more than a distractions, and might actually make bombers dangerous to attack...
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Originally posted by diamondgeezer
Has anybody got any suggestions concerning turret firing rates? I tried making a specific turret version of an existing player weapon, but it still refused to fire more than once every couple of seconds - the fire wait was set to 0.2. I want convincing AA fire comming form cap ship turrets, you know? And bomber turrets - increasing fire rate would make them more than a distractions, and might actually make bombers dangerous to attack...
http://www.brainzipper.com/fs2/fs2_mods.html
Read the readme - it has specific numbers of what I found to be sufficiently threatning. :D
...or just download and use the MOD... :nervous:
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Originally posted by Sandwich
...or just download and use the MOD... :nervous:
:shaking:
Ta Sarny mate
Oh hold on - can a turret-mounted laser only have one projectile in game at once? I have turrets with fire wait times of less than one second, but they still wait two or three seconds before firing - is this becuase one projectile has to 'die' before a second can be fired? For example, does this:
- Increased VELOCITY from 275 to 975
- Lowered LIFETIME from 5.0 to 1.5
- Increased RANGE from 1375 to 1462.5 results from changes in VELOCITY
and LIFETIME.
- Lowered FIRE RATE from 1.0 to 0.01
actually fire every 0.01 seconds? Or every 1.5 seconds, assuming the laser doesn't score a hit and dies a natural death...
If I have it right... could I get around this by using missiles that look like lasers? Since, for example, fusion mortars fire as often as they like, I could replace the missile model with a laser, etc... but the player would still have missile warnings when fired on :sigh:
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Originally posted by diamondgeezer
Oh hold on - can a turret-mounted laser only have one projectile in game at once? I have turrets with fire wait times of less than one second, but they still wait two or three seconds before firing - is this becuase one projectile has to 'die' before a second can be fired? For example, does this:
- Increased VELOCITY from 275 to 975
- Lowered LIFETIME from 5.0 to 1.5
- Increased RANGE from 1375 to 1462.5 results from changes in VELOCITY
and LIFETIME.
- Lowered FIRE RATE from 1.0 to 0.01
actually fire every 0.01 seconds? Or every 1.5 seconds, assuming the laser doesn't score a hit and dies a natural death...[/B]
LIFETIME is simply how long the projectile travels before fizzing out. Nothing to do with how many others are "in the air". Multiply it by the VELOCITY and you get the range.
And don't be afraid to use really small FIRE RATE values - I was surprised that I had to push it down to 0.01 to get something reasonable, but it works. Try it, lazy bum! ;) :p
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I have - I had a laser with a fire wait of 0.15, which on fighter works fine as a heavy cannon. On a turret, it fires with at least a two or three second delay, point blank refusing to rapid-fire...
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I've been annoyed by this for a long time. You wan't it to look like Deneb in the Intro, dont you? with turret-ness flying around all over the shop.
Try putting it down to 0.00001, and see if that has any effect, or create a new ai class and fiddle with that.
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(Diamondgeezer's sig)
Diamond Geezer's The War of the Worlds - a variety of blatant sci-fi ripoffs combined in a FreeSpace II campaign! It might not suck!
:lol: Sorry just had to post that. :)
As for the turrets, there's a Field of View flag in FS_Open, so you can just increase the AI, and change the accuracy. :nod:
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Originally posted by diamondgeezer
Question the first - How about an anti-Huge flag? If huge weapons can only be fired at big ships and such, an anti-huge weapon would only be able to target fighters. I'm working on something which needs to discern between anti-fighter and anti-other stuff weapons, or A-A and A-G if you like. Did that make sense?
That would help TAP... We could have two separate beams per turret on the Dervish Frigate (its main role is anti-fighter, but can target caps)..
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Originally posted by Petrarch of the VBB
You wan't it to look like Deneb in the Intro, dont you?
Pretty much. The phrase we're looking for here is 'hail of fire' as you speed towards your target, not an ocassional 'zwosh' every few seconds as a blob o' death ambles past :)
Try putting it down to 0.00001, and see if that has any effect, or create a new ai class and fiddle with that.
I currently have a weapon set at 0.001, and it still refuses to fire more than once every half second or so (so :p on you, Sarny :D) That said, I was just wandering to meself how to up the accuracy - cheers for that hint, Petrarch mate :)
Originally posted by SKYNET-011
As for the turrets, there's a Field of View flag in FS_Open
:wtf: Is there somewhere where this feature is explained? Could be handy...
Originally posted by Thorn
We could have two separate beams per turret on the Dervish Frigate (its main role is anti-fighter, but can target caps)..
AAA beams do that already, yes/no?
:lol: Sorry just had to post that. :)
Sssh, it's a secret :nervous:... ;7
[EDIT] I just created the following AI entry:
$Name: Turrent
$accuracy: 0.8 0.85 0.9 0.95 1.0
$evasion: 10, 20, 30, 40, 50
$courage: 10, 20, 30, 40, 50
$patience: 10, 20, 30, 40, 50
and used it with a weapon with a fire wait of 0.001. Oh... dear.. God... I've never been shot at so much in my life :D
I'm a happy FREDder now my turrents work the way I want them. Thanks all.
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turret! turret! NO 'N' IN TURRET!!!!
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Originally posted by Analazon
turret! turret! NO 'N' IN TURRET!!!!
Agreed! Learn to spell-check, people! That's an order - please no more "teh Santana turrent"-garbage, my eyes can't take much more of those three (and the other frequent typos that I mercifully can't recall right now).
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I only do it cos it annoys people, notably one ZylonBane...
Anyway, any chance of a programmer commenting on this:
Originally posted by diamondgeezer
Question the first - How about an anti-Huge flag? If huge weapons can only be fired at big ships and such, an anti-huge weapon would only be able to target fighters. I'm working on something which needs to discern between anti-fighter and anti-other stuff weapons, or A-A and A-G if you like.
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Originally posted by diamondgeezer
[EDIT] I just created the following AI entry:
$Name: Turrent
$accuracy: 0.8 0.85 0.9 0.95 1.0
$evasion: 10, 20, 30, 40, 50
$courage: 10, 20, 30, 40, 50
$patience: 10, 20, 30, 40, 50
and used it with a weapon with a fire wait of 0.001. Oh... dear.. God... I've never been shot at so much in my life :D
I'm a happy FREDder now my turrents work the way I want them. Thanks all. [/B]
What's an example of a normal turrent (;)) AI entry? :D
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Turrets default to whatever the ship's AI is. So, I took the Captain AI and simply upped its accuracy to near perfect and set all my warships to Turrent AI class. In FRED, all the turrets will then be Turrents... er... ahem ;)
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Accuracy increased the fire rate? Bizzarre.
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Originally posted by Sandwich
Accuracy increased the fire rate? Bizzarre.
*shrugs*
Still waiting for word on my other two questions ;)
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Originally posted by diamondgeezer
How about an anti-Huge flag? If huge weapons can only be fired at big ships and such, an anti-huge weapon would only be able to target fighters. I'm working on something which needs to discern between anti-fighter and anti-other stuff weapons, or A-A and A-G if you like.
*makes puppy eyes at SCP guys*