Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on March 12, 2003, 08:49:16 pm

Title: Bombs
Post by: diamondgeezer on March 12, 2003, 08:49:16 pm
I have a slight problem (again). I'm running a misison to test out some stuff, and I'm not using shields. When my fighters are defending a warship against bombers, they'll fly up to the bombs and blow them up, killing themselves in the process. This is undersireable, since the AI isn't smart enough to engage bomsb at arms length. However, I also want a bomber to be killed by his own weapons if he lets them off too close to his target.

Therefore, it seems I need bombs which go off with their regular explosion when impacting their target, but can be set to die with only a small explosion when shot down - perhaps with a random factor to determine whether the bomb actually goes off or not when shot down,  meaning the intercept pilot takes his chances...

Is this possible?
Title: Re: Bombs
Post by: Goober5000 on March 12, 2003, 09:05:31 pm
Quote
Originally posted by diamondgeezer
I have a slight problem (again).


You have lots of problems. :p
[This is good though; people are paying attention to the SCP and trying out new stuff. :nod: :yes:]

Quote
I'm running a misison to test out some stuff, and I'm not using shields. When my fighters are defending a warship against bombers, they'll fly up to the bombs and blow them up, killing themselves in the process. This is undersireable, since the AI isn't smart enough to engage bomsb at arms length. However, I also want a bomber to be killed by his own weapons if he lets them off too close to his target.


We could, but it seems to work fine the way it is in most cases.  Are your interceptors low on hull already when they chase the bombs?

It's a function of the shockwave damage.  If the shockwave carries a lot of damage, any fighter within range is going to be badly hurt - including the bomber, if he's too close.  If the shockwave isn't too bad, then any kind of ship would be reasonably protected.  Seems to me like it's either/or.
Title: Bombs
Post by: Anaz on March 12, 2003, 09:30:01 pm
make it so they don't blow up when shot. Just like real bombs. I imagine that the bombs of the future have vastly complex triggering systems that would be severly disrupted with the arrival of a ball of superheated plasma.
Title: Bombs
Post by: ##UnknownPlayer## on March 12, 2003, 10:02:35 pm
If filled to the brim with antimatter, no amount of failsafes is gonna stop those things going boom.
Title: Bombs
Post by: IceFire on March 12, 2003, 10:48:03 pm
I figure...if its going to be a huge area of effect weapon...then the guy who shot the thing better know to run the hell away :D
Title: Bombs
Post by: diamondgeezer on March 12, 2003, 10:57:37 pm
Kind of what Analazon said - a nuclear missile, for example, wouldn't blow up if shot down. And for the record, I'm using Cyclops.

No, the interceptors are not low on hull, they just like to get up close and personal when chasing bombs, it seems. As a result, huge swathes of fighters are being destroyed when defending a ship against bombers. Which is just daft :)

Thus, I'd like an option to have bombs explode 'properly' only when they hit the target. Pretty please with chocolate sauce on it (or maple syrup for those that prefer)
Title: Bombs
Post by: Galemp on March 13, 2003, 12:38:46 am
We could always just halve the shield damage done by the shockwaves.
Title: Bombs
Post by: Stryke 9 on March 13, 2003, 01:00:25 am
Can you set the bombs to have a separate "kamikaze" value in FRED?

No, I suppose not... maybe if you made a fake bomb model and nonwarped it in at scripted points right in front of where the bombers are supposed to be. Take a lotta choreography, but it'd do it.

But this would be a handy function to have, if it's a quick n' easy hack.
Title: Bombs
Post by: WMCoolmon on March 13, 2003, 03:10:30 am
What about having the AI start firing from further away?

(Is no expert on the AI functions :nervous:)
Title: Bombs
Post by: Terorist on March 13, 2003, 03:42:31 am
What, even farther? Like beyond lock-on range? :p
If anything, they fire bombs too far away to be effective (they get shot down, and if they didn't fire them from far away, intercepting them would get a lot harder...)
Edit: Or did you mean primary fire? That would make sense. :)
Title: Bombs
Post by: Fury on March 13, 2003, 08:07:03 am
I would be actually nice if it would be possible to define normal shockwave strenght in tables when a bomb or ship explodes.

So far, the strenght of shockwave has been hardcoded. Unless you have already changed that?
Title: Bombs
Post by: diamondgeezer on March 13, 2003, 08:37:17 am
Quote
Originally posted by WMCoolmon
What about having the AI start firing from further away?


Well yes, if they AI fighters could be made to stay at a safe distance when shooting at bombs... I just thought changing the bombs explosions would be a million times easier then tinkering with the AI...
Title: Bombs
Post by: Mewgen1 on March 13, 2003, 12:18:36 pm
Quote
Originally posted by Stryke 9
Can you set the bombs to have a separate "kamikaze" value in FRED?



Couldn't you just set the bombs to be kamikaze?  I dont know make it a .tbl tag or something?
Title: Bombs
Post by: diamondgeezer on March 18, 2003, 01:03:03 am
*BUMP*


This will be looked at by the SCP team yesno?
Title: Bombs
Post by: ##UnknownPlayer## on March 18, 2003, 02:56:36 am
Once I'm done with the DX merge then I'll probably have a look at this (AI is like my second love of programming). I'd prefer to make the AI's go for bombs from a distance rather then tinker with explosions (looks more realistic). Probably could even add a switch so they'll check their shield level and either get up close or keep their distance.
Title: Bombs
Post by: redmenace on March 18, 2003, 11:56:20 am
Ya know what would be meniacle would be if the AI would purposly attack turrets on their own with out SEXPs or orders. Or have them automatically target weapons subsystem.
Title: Bombs
Post by: Stryke 9 on March 18, 2003, 05:00:23 pm
Mewgen: I believe that in order to incorporate them into FRED sexps the model has to be set in the mission in the first place. You can have stuff warp in and things like that, but those things already have a designated location in the mission. Missiles are launched whenever the pilot feels like, loadouts can be altered outside the mission, and thus FRED doesn't really deal with missiles.
Title: Bombs
Post by: Sesquipedalian on March 18, 2003, 09:35:57 pm
Quote
Originally posted by ##UnknownPlayer##
I'd prefer to make the AI's go for bombs from a distance rather then tinker with explosions (looks more realistic).
This sounds like a much better plan. :yes:
Title: Bombs
Post by: diamondgeezer on March 19, 2003, 12:55:48 am
Inspired by Megwen -->   perhaps it would work if one was able to set 'kamikaze' as a flag and then flagged torpedoes with it, thus and so.
Title: Bombs
Post by: Stryke 9 on March 19, 2003, 01:22:19 am
Would be redundant in most cases, no? I mean, either something's gonna explode all the time, or it's not, and MIGHT if you set it up to do so in FRED. That's the current condition. Having two kinds of "something's gonna explode all the time" sounds to me like an inefficient way to go about it.

But that's just me, and I like to see alternative uses for anything that happens, just because it's so fun to play with something nobody else has thought of.