Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deathstorm V2 on May 13, 2003, 02:26:21 am

Title: Weapn SEXP's?
Post by: Deathstorm V2 on May 13, 2003, 02:26:21 am
Just a couple of (probably meaningless) suggestions.

I've recently been playing around with the idea of a cruiser that overcharges it's main beam, fires once then explodes.  Problem is, I want it to behave normally until it does this.  So...

Can we have a "change weapon" sexp, or would that be too complicated?

And how about a "fire turret" command so you can persuade ships to fire missiles and lasers more often?
Title: Weapn SEXP's?
Post by: karajorma on May 13, 2003, 02:33:12 am
The change weapon SEXP has possibilities but for the time being here's a workaround.

Just before you blow the ship lock the beams. Manually fire the beam and then a second later fire it again. The beam should do double damage. (the sound effects might be a little weird though).
Title: Weapn SEXP's?
Post by: Galemp on May 13, 2003, 07:39:53 am
If you're going to do that, make sure you target a small subsystem so it looks like only one beam. It definitely sounds like your best solution.
Title: Weapn SEXP's?
Post by: Raptor on May 13, 2003, 09:04:55 am
What about the 'Fire Turret' one? This could have very good uses for ships with, say, massive missile weapons that you do NOT what firing all the time.
Title: Weapn SEXP's?
Post by: SadisticSid on May 13, 2003, 05:52:03 pm
Absolutely! These SEXPs would be great.

Sid.
Title: Weapn SEXP's?
Post by: Solatar on May 13, 2003, 06:15:14 pm
Or, make the ship fire its beam, then sabatage the subsystem hull to zero.
Title: Weapn SEXP's?
Post by: CP5670 on May 13, 2003, 10:06:29 pm
On the original topic, this sort of thing is done in one of the Volition multiplayer missions, the M-03b Blockade Run one, so you could load up that mission in fred2 and just use the same procedure as that.