Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on June 10, 2003, 02:24:57 pm
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ever wonder where those subspace missile strikes were launched? now with the new local subspace missile SCP function, you can witness their launch and impact.
There are three ways this can be used
bomber launched - local subspace missile strikes are launched by bombers in theater.
capital launched - same as bomber launched only by a missile frigate of some sort
capital launched + tagged - use FRED to set the LSSM turrets to fire once a target ship is tagged. perfect for play balance and those pesky nebula missions.
here are some pictures
(http://www.swooh.com/peon/phreak/lssm_1.jpg)
(http://www.swooh.com/peon/phreak/lssm_2.jpg)
(http://www.swooh.com/peon/phreak/lssm_3.jpg)
(http://www.swooh.com/peon/phreak/lssm_4.jpg)
the exe in my sig won't be updated until i squash 2 minor bugs.
when its updated i will post how to make one
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does this at all work with the current SSM system or is it totaly new/seperate
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it has to stay separate or else you wouldn't get the kill
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i uploaded a new exe that tests this out. here is an example on how to enable them.
; ----------------------------------------------------------------------------------
; Helios
;
$Name: local ssm
+Title: XSTR("GTM-13 Helios", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Weapon
Anti-Matter Torpedo", 3393)
$end_multi_text
+Tech Title: XSTR("GTM-13 Helios", 3394)
+Tech Anim: Tech_Helios
+Tech Description:
XSTR(
"local ssms rule",3395)
$end_multi_text
$Model File: helios.pof
$Mass: 35.0
$Velocity: 65.0
$Fire Wait: 30.0
$Damage: 6800
$Blast Force: 1000.0
$Inner Radius: 100.0
$Outer Radius: 270.0
$Shockwave Speed: 75
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.85
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 25.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.5
+Min Lock Time: 7.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 0
+Catch-up Penalty: 15
$LaunchSnd: 97
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed" "local ssm" "tagged only")
$Trail:
+Start Width: 0.5
+End Width: 2.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0
+Bitmap: MissileTrail02
$Icon: iconHelios
$Anim: Helios
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Local SSM:
+Warpout Delay: 2500 ;;delay between launch and jump to subspace (ms)
+Warpin Delay: 6000 ;;delay between warpout until warpin
+Stage 5 Velocity: 500 ;;velocity during terminal dive
+Warpin Radius: 1000 ;;additional distance around target at which the ssm appears
+Lock Range: 7000 ;;distance at which lock triangle appears (optional)
just a note: when specifying lifetime for local ssms, it only starts counting down from the time the ssm reenters the battlefield. so make it something reasonable. also, 500m/s is a little to high for play balance reasons. it looks sweet though ;7
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updated exe. local ssms now behave better in stages one and two
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So... the bomb is launched, goes into subspace, then comes out and explodes, or what?
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thats basically it.
for play balance. i would suggest just having fighters tag any enemy ships in the area and have the capships launch them. a group of 12 bombers will obliterate ~2 destroyers and a bunch of cruisers with these in about 5 minutes
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:yes: 1337 :yes:
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(http://www.3dap.com/hlp/hosted/scroll/misc/mr_burns.gif)
[color=ffd600][size=10]Excellent![/color][/size]
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What he said ^^
Hey admins, we need either a "pelvic thrust" smily or a "do a little jig" smily, for these kinds of situations
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you dirty old pathetic man
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Would be cool to use this on Tornado's or Hornet missiles:D
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Sweet. Kinda like an indirect artillery strike in space. I assume it's impossible to fire a beam cannon through subspace though?
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well they have to be guided missiles for them to work. anything else won't enter subspace
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Speaking of new weapons and hornet missles...
You know what would be cool? Having a missle that sorta weeves back in forth like you see the modern ones in movies do. Like instead of just swirling like a tornado or going straight after the target, it would weeve back and forth on its way there (making it harder to shoot down, and looking 1337)
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why wouldn't dumfire or primary weapons work?
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Originally posted by Bobboau
why wouldn't dumfire or primary weapons work?
Just guessing here but how would they know when to come back out of subspace again?
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I dunno, I was thinking of opening a wormhole, both ends at the same time and firing the beam or other projectile through the tunnel. Modelling that ingame might be hard (dare I say, maybe even impossible)
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Dude, this is totally cool. It would be a pretty awesome visual effect if an SSM frigate launched all its bombs at once... that way the gunners on the enemy capship would have to deal with several incoming bombs simultaneously.
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It would be rather good.
You could have a ship fire normal torps at a target, and it would turn its turrets towards them. Then a missile frigate would fire SSMs, which owuld jump in behind the target, and smash it to bits.;7
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i got news posted on the SCP website
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'Bout time someone updated it.:yes:
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is there a way of trigering this when a SSM strike is called from the old system, ie a sExp
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i guess that would work.
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It'd open up entirely new mission tactics. The new frigates can skimp on speed, armour and anti-fighter defences, but will have huge offensive capacity. Park them outside of beam range in the mission field - what would that be, 30km or something? And have something like Pegasus fighters flying about tagging targets (just like the TAG system, except that's for beam cannons) for SSM. Once you've got sufficient target data, the frigates launch their barrage against the enemy. (We probably ought to make the 'sufficient' data something like 120 seconds worth of targeting laser. That sounds like a lot, but it can't be too easy - otherwise the power of SSM won't be balanced. And you could spread it out between a wing of fighters - 30 seconds each from 4 fighters, something like that.) Gee, the possibilities...
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The "Sufficient data time" should be a FRED option, if it's implemented. (That shouldn't be too hard, just copy and paste and edit)
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I think it should be changed to is-taged-delay.
That way it would be controlled by the target's status, so all that matters would be its status, not who was tagging it.
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When
>is-tagged-delay
>>Target
>>>5
|
Then
>good-secondary-time
>>wing/ship with SSM
>>>Local SSM
>>>>10
;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7
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use turret-lock / turret-unlock, or turret-tagged-only. there should be a new sexp that specifies turrets that can be slaved to tag missiles, rather than all turrets
good mission ideas:
the player's wing are bombers and they go in and destroy an awacs ship so stealth fighters can come in and tag with impunity. (or go the other way around)
guard a missile frigate from a counter-attack while it pummels the main fleet from a distance.
defend a fleeing refugee convoy from attacking cruisers. using normal weapons, the convoy would be slaughtered. think the last mission of fs2. just camp by the node and pop these off at incoming shivans. of course, you can jump some hostiles in close to the player and have them explictly attack him.
break through a blockade that would be suicidal to go through otherwise.
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A question: how is the maximum targeting range of a local SSM missile determined? Regular missiles use lifetime*velocity to determine their effective range, and do not target anything outside of that range. But local SSMs only calculate their lifetime from the point at which they re-emerge from subsapce. What, if anything, does this do to the targetting range? Better, if I have a local ssm missile that I want to travel at 65 m/s in normal space and have a targeting range of 4000 meters, how long a lifetime do I need?
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lifetime * stage 5 velocity = maximum range during terminal dive. in my example. it travels 15km before it explodes.
if the local ssm isn't locked when its fired then it will go as far as its inital velocity * lifetime
as for the lock range. its always in range due to the subspace engine ;)
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So a turret mounted local SSM will merrily fire from its host capital ship at any enemy cap, even if it is 40 km away?
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it might be a good idea to have a maximum range for this in the weapons info, optional string in the table, 0 meaning there is none
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aslo a good idea, a flag that means the weapon cannot be fired unless the targeted ship is tagged
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Will this be in 3.6?
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Local SSM is already implanted, see Phreaks siggy for link to the exe.
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i'm going to work on bob's proposals later today.
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updated table at the beginning of this thread to show changed that bobboau suggested
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Torpedoes warping in behind a ship?. Sounds like that manga movie Space Cruiser, where that Gorgon command ship teleported a wing of bombers behind the Yamato.