Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Charmande on April 21, 2003, 09:18:29 am
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Yestaaaaday, I was playing with the corkscrew effect, and, you guessed it, i ended up making downward firing missiles. I started out with a dumbfire bomb I made, nothing special there. But I added the "Corkscrew" flag to it, along with the corkscrew modifiers than the great source code people created, entered in the following numbers...
$Corkscrew:
+Num Fired: 6125
+Radius: 60.25
+Fire Delay: 5
+Counter Rotate: YES
+Twist: 12
..... and when I started up freespace and fired the bombs, they went straight down! I found it to be really cool, bombs that "fall" out of your ship! So if anyone has ever wanted a weapon that didn't fire straight forward from a player ship, here ya go. The only problem I found is that the bomb went much faster than was specified in the 'Velocity:' field. The bomb wasn't trying to go in one huge circle either, it just went straight down. The bomb itself was still facing forward, but that could be fixed by simply rotating any bomb model 90 degrees. I haven't had much time to explore this "drop bomb" effect so I dont know what else may be possible with this.
but its pretty fun! fly over your target instead of directly at it, it gives bombers more of a chance against ships in that they can maneuver a bit while laying the smack down on capships.
dumdadum
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Couldn't you just set the firing points on a ship to fire downwards?
What's the difference?
Oh, and BTW, 2 things:
1) WELCOME TO THE HLPBB!!!!!!!!!!!!11111oneoneone
and,
2) YOU SHALL DIE, POKEMON MAN!
*Torches Charmande*
;)
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Originally posted by Unknown Target
Couldn't you just set the firing points on a ship to fire downwards?
What's the difference?
You can't set the firing points downwards.
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Hmm... this may be useful for... something I'm doing. I'm going to steal the idea and pass it off as my own at the first oppertunity :nod:
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Diamond Geezer is a walking Cockney dictionary
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6125 missiles fired? :wtf:
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Originally posted by PhReAk
6125 missiles fired? :wtf:
:eek:
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Originally posted by Unknown Target
1) WELCOME TO THE HLPBB!!!!!!!!!!!!11111oneoneone
your too late, I welcomed myself on my first post! :p
Originally posted by Unknown Target
2) YOU SHALL DIE, POKEMON MAN!
*Torches Charmande*
you can't torch a charmander! :p
Originally posted by PhReAk
6125 missiles fired?
it didnt fire 6125 missiles even though i told it to, it still only fired 4 cuz the $Swarm: was still set to 4.
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Thats cool!:yes:
The corkscrew effect is in the FS2 open? yes or no?
The missiles are dumbfir then?
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Yes and Yes
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Actually, while I'm here - big up the Pokemon massive! Kangaskhan pwnz joo!
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this is excellent news. This was thought to be impossible wasn't it. I'll be sure to include it somewhere.
Oh, wait, you can't make aspect-locking bombs then.:p
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Originally posted by Charmande
it didnt fire 6125 missiles even though i told it to, it still only fired 4 cuz the $Swarm: was still set to 4.
you don't need to set swarm if "corkscrew" flag is set
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I also got something of the downward effect when trying to add the Corkscrew effect onto a weapon, but I had put in some strange properties there (e.g. no twist) and just thought it was a side effect of that. This thing actually went diagonally about 45ยบ down from the reticle instead of straight down, but that was probably due to its high speed.
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[V] had a reason to make the corkscrew stuff hardcoded: it is hard to make a convincing corkscrew
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Originally posted by diamondgeezer
Actually, while I'm here - big up the Pokemon massive! Kangaskhan pwnz joo!
[color=66ff00]My level 37 Clefable would kick anyone's ass.[/color]
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RIGHT
*fires up Game Boy*
Just. Bring. It. :cool:
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You can't set the firing points downwards.
!?
I can't make heat or aspect seekers shoot out of the sides of my ship?????
*tear* :(
Bob
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we should fix that...
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I tinkered with this more yesterday, and i found that the only flag you really need to change is the +Radius one. yup
put +Radius to 1.0, and the missile or laser (it works wit primaries too!) will fire downward at what seems a 10 degree angle, so rightfully, 18 should make the weapon fire backwards, but nope. putting the +Radius from 1 to 9 gives it firing of 10 to 90 degree firing angles, until it is firing straight down, i think. but anything above 9 just makes it fire straight down at higher speeds. oh, and if you change the time compression the weapon fires differently too. buncha weird crap!
also, negative numbers work too, you can fire upwards if you want.
... this is really similar to something else. try this, set a ship to fly at say... 10 million mps when you hit the after burners, start a single player mission, set invulnerability on wit cheats, then fly out REALLY far. the game gets all screwy when you do this (much like in metroid prime, when you jump out of the play area and fall through the floor for 10 minutes, the game gets screwy). after dis, fire some weapons, lasers seem to fly off in random direction, changing direction of the time compression is changed.
and one more thing, any weapon yo udo this to, the firing downward or at angles thing, it will fire normal the first few seconds of the game, then it will fire at the angle for the rest of the game.
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Mewtwo 0\/\/nZ j00 @|_L!!!!11
[EDIT] Eh...? Myrmidon? (title) :confused: [/EDIT]
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Originally posted by Ulala
Mewtwo 0\/\/nZ j00 @|_L!!!!11
:wtf: ???
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Corckscrew works with lasers? Does this mean we don't need volley fire coding??
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Excellent news :) Now we can have TIE bombers that actually bomb things :D
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Originally posted by Black Wolf
Excellent news :) Now we can have TIE bombers that actually bomb things :D
Umm...in the TIE Fighter games, they do fire bombs forward just like the bombers in FS2 :D
Unless your planning to bomb asteroids that are hiding the Millenium Falcon :D
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Well, there's enough evidence to convince me they're capable of both - this just increases our scope that little bit extra :).
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Would you mind posting the weapons table entry for us?
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On what for a position at the weapon table must be that
$Pspew:
+Count: 1
+Time: 25
+Vel: 0.4
+Radius: 2.0
+Life: 0.15
+Scale: 0.8
+Bitmap: whatever
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okayokay, here's my conjecture...
For any Missile or Laser with corkscrew effect turned on, and $Homing set to NO, the weapon will fire at an angle which is defined by putting a nonzero number in the +Radius field of the corkscrew effect. 1.0 causes the weapon to fire about 10 degrees downward, 9.0 causes the weapon to fire straight down. Anything past 9.0 causes the weapon to fire straight downward at higher velocities. Negative numbers can be used to cause a weapon to fire upwards.
Also...
A laser with Homing set to HEAT or ASPECT will not have homing capability of any kind, but they are capable of having the real corkscrew effect, like the tornado.
that's pretty much it. If Homing is on, then the weapon can corkscrew, if homing is NO, then the weapon can fire at angles.
oh, and i made the shockwaves on my FS2 from blue to red, they look cool!
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it goes on the end
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just letting you know, the AI is not going to get 1 hit with the missiles if they go straight down
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lmao
it'd be a sight though, yes? :)
(and sorry for being a dick about that whole bomb explosion geomod thread, I was going through some emotional distress during that time.)
Bob
[EDIT] misspelling, drat...
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Argh........
It dosen't work
That is the code of the weapon
$Name: Heavy Plasma Cannon
$Model File: none
@Laser Bitmap: plasma
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 255
@Laser Color2: 0, 247, 255
@Laser Length: 100.0
@Laser Head Radius: 20.0
@Laser Tail Radius: 20.0
$Mass: 15.0
$Velocity: 3000.0
$Fire Wait: 5.0
$Damage: 2500
$Blast Force: 1500.0
$Inner Radius: 200.0
$Outer Radius: 500.0
$Shockwave Speed: 300
$Armor Factor: 2.0
$Shield Factor: 0.5
$Subsystem Factor: 2.5
$Lifetime: 20.0
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 111
$ImpactSnd: 85
$Flags: ("Big Ship" "Huge" "Big Damage" "supercap")
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 180.0
$Pspew:
+Count: 1
+Time: 25
+Vel: 0.4
+Radius: 2.0
+Life: 0.15
+Scale: 0.8
+Bitmap: plasmatrail
what is wrong when i start the game cames a error
Error!
Error: Error parsing 'weapon.tbl'
Error code = 2.
File:C:\fs2_open\fs2_open code\weapon\weapon.cpp
Line: 1732
Call Stack
----------------------------------------
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oh my! the legendary Free Terran, we meet at last!
*bows down*
anyway... i think you might need to add the "particle spew" flag.
and lasers can have shockwaves? i never tried that one before.
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yes laser can have schockwaves and its a weapon of the DOTA mod.
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Explosions, shockwaves, trails, corkcrew effect....... some of our weapons have it all:D (Thinks of Ion Cannon)
Anyway, where can I find a readme or something that explains how to make ballistic primarys, corkcrew, particle spew, cutscenes and other good FS2_Open stuff?
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yes you need the "Particle Spew" flag in there, other than that it looks like that should work
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Yes it works now but where can I find something that explains to make cutsences ?
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I should note that it works _much_ better with anis than still pcxs
and I don't know about the cutsceens
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I can use anis for the corkcrew effect ?
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Originally posted by TrashMan
Anyway, where can I find a readme or something that explains how to make ballistic primarys, corkcrew, particle spew, cutscenes and other good FS2_Open stuff?