Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on April 03, 2003, 06:55:26 pm
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Howdy ho one and all, I've got a couple of minor puzzlers to give your brains a quick work out this evening:
Question the first: The two numbers given next to subsytems presumably refer to their strength, bu how do they work? I cannae make head nor tail of it...
Question the second: Paths for turrets and subsytems - what's the point of 'em? I'd guess they're they're to try and stop the AIs attacking a target through the target's hull, but does anyone have the scientifc explanation?
Right, off you go :D
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The first number is subsystem strength as a percentage of the ship's hitpoints. If you have a weapon that does equal amounts of hull and subsystem damage, and you destroy a subsystem with a strength of 5, you will have done 5% damage to the hull by the time the subsystem is destroyed. Make sense?
The other number is the rotation time for barreled turrets to turn 360 degrees.
I don't path the turrets or subsystems on my ships, and I've never run into any obvious problems.
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Paths for turrets exist for precisely the reason you suppose, DG. When ordered to attack a subsystem, or disarm a ship in general, the AI will follow the associated path (if any) before opening fire. This path is laid out in such a way that when completed, the AI fighter will be in a good position to attack.
Paths are only really important if orders will be given to destroy the subsytems. They should be there, but everything will work (albeit not as well) without them.
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Originally posted by Sesquipedalian
Paths for turrets exist for precisely the reason you suppose, DG. When ordered to attack a subsystem, or disarm a ship in general, the AI will follow the associated path (if any) before opening fire. This path is laid out in such a way that when completed, the AI fighter will be in a good position to attack.
I assume that fighters will actually fire WHILE following the path rather than only when they reach the end of it cause most paths seem to end only a few metres away from the subsystem they are attached to. :D
Pathing in general is pretty easy but it's pretty tedious work. Didn`t Aurora have some way to make it easier?
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yes it does, you can copy paths but more importantly I have made an auto path genorator, you can have halfway decent paths for anything that might need them with a single click of a mouse,
auto-set will fill in all paths
auto-generate will fill in the currently selected path for what ever thing you select
the code genorates typicaly great paths for turrets, fairly good paths for docks but most of the time subsystems are mediocer at best (meaning you have to spend five seconds adgusting them)
also the import/export data code should be working now,
and I have made fairly major improvements to the interface, you can now maximise/resize the window and the render window will expand to fill,
I never mentioned these newer improvements did I, I supose I should tell everyone to download the latest copy (in my sig BTW)
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Damn, these coders are good!
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Do you still have to have all the textures in the same folder? If so how long till we can see the back of this particular "feature"
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Okey dokey, thank you to GE. And perhaps I shall try and figure out Aurora, if it's as great as bob claims :D