Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Hippo on June 27, 2003, 05:24:29 pm

Title: Odd FS1 bug...
Post by: Hippo on June 27, 2003, 05:24:29 pm
Ok, i created  new bomb using the harbinger as the model... Now it is dumbfire, so it can be shot at anything, but when it is shot at a friendly destroyer, the destroyer goes evasive... it looks stupid, especialy because they were in subspace, and the point was that they had to stay still... is there any flag or something in FS1 that i can put into the weapon tables, like the Huge tag on beams in FS2? I can'ttell theships to stay still, because some missions have them moving...

any help?
Title: Odd FS1 bug...
Post by: Goober5000 on June 27, 2003, 07:58:52 pm
Make sure your destroyer is actually tabled as a destroyer - otherwise, it might be using the fighter AI.  I think the "capital" flag is needed.
Title: Odd FS1 bug...
Post by: Hippo on June 27, 2003, 08:41:48 pm
its an orion, and a typhoon, and a demon, and a lucifer, and a hades, nda lilith, and a fenris, and an aten... It happens on all the Volition destroyers and cruisers... Havent tested on freighters though... I think its a problem with the bomb itself... it doesn't happen with harbingers...
Title: Odd FS1 bug...
Post by: Solatar on June 27, 2003, 09:13:54 pm
What flags does this new bomb have?
Title: Odd FS1 bug...
Post by: Hippo on June 28, 2003, 07:42:06 am
Code: [Select]


$Name: Cataclyst
+Title: GTM-N3 Cataclyst
+Description:
Prototype
Anti-Capital Ship Bomb
Dumbfireable
Extremely Long Lock/Reload Time
$end_multi_text
+Tech Description:
GTM Cataclyst Description can be found at ww.sectorgame.com/ahtw/mods.htm as it is not in the table because you can't read it anyway...


$end_multi_text
$Model File: Harbinger.pof
$Mass: 35.0
$Velocity: 40.0
$Fire Wait: 40.0
$Damage: 3750 ;; damage applied when within inner radius
$Blast Force: 2500.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 250.0 ;; max radius for attenuated damage
$Shockwave Speed: 75 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.5
$Shield Factor: 0.10
$Subsystem Factor: 16.0
$Lifetime: 45.0
$Energy Consumed: 0.0
$Cargo Size: 80.0
$Homing: NO
$LaunchSnd: 97
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.02
$Flags: ("Bomb" "Huge" "Dumbfire" "player allowed")
$Trail: YES ;; Trail cannot be set if Exhaust is set
+Head Width: 0.5 ;; Width of trail nearest missile
+Tail Width: 2.0 ;; Width of trail before it "evaporates"
+Life: 2.0 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconmissile10
$Anim: LoadMissile10
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 20.0

Title: Odd FS1 bug...
Post by: an0n on June 28, 2003, 07:45:48 am
Just tell the ship to play-dead or stay-still or whatever using a sexp.

Use the training ones so whenever the secondary is fired, the ship gets Stay-Still orders.
Title: Odd FS1 bug...
Post by: Hippo on June 28, 2003, 07:55:05 am
it doesn't look good when the ship is supposed to be following waypoints ad a bomb misses its target...

The freighters only smetimes do it... and the destroyers/cruisers do it even if it is 1 klick away and going to pass by the hull by half a klick...

training wont work either... i had the AI shoot at a cain tht departed before the bombs hit, and the orion in the backround went crazy...
Title: Odd FS1 bug...
Post by: Hippo on June 28, 2003, 08:11:10 am
sorry about the sise...

BEFORE;

(http://www.sectorgame.com/ahtw/images/before.jpg)

AFTER; (during)

(http://www.sectorgame.com/ahtw/images/after.jpg)

 put that table file into your FS1 weapons table (make sure it uses the harbinger pof) and download and run this mission... make sure you pust '1' immediately after the boms are launched so the lilith departs... (http://www.sectorgame.com/ahtw/images/bombprobs.zip)
Title: Odd FS1 bug...
Post by: TopAce on June 28, 2003, 09:57:56 am
The marks of " are basically mistaken in your TBL? They are needed.

Give the ship the 'No Dynamic Goal' flag in the misc options of the Ship Editor, and try again.
Title: Odd FS1 bug...
Post by: Hippo on June 28, 2003, 10:34:32 am
I want to have it move, but shoot down the bombs and engage things... I don't want it to turn 75 degrees to port 2 seconds before it jumps through a node, and instead, jumps away from the node...
Title: Odd FS1 bug...
Post by: diamondgeezer on June 28, 2003, 11:57:13 am
The AI will try to evade weapons fire. No biggie. You might need an SCP tweak to fix this little 'problem'
Title: Odd FS1 bug...
Post by: Hippo on June 28, 2003, 12:04:18 pm
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