Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on July 01, 2003, 01:09:30 am
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a simple homing system in which your shots are aimed tward a target and then fire in a dumb manner. you would simply need to find a way to alter the normals of the firing points dynamicly. then have the lock-on indicator follow your target, changing the vector of the weapon respectively. view cone would then indicate the cone in which the weapon tracks things. and then lock pixels/s and all that stuff work normilly.
this homing type would be usefull for both primary and secondary weapons.
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sorta turret mounted weapons?
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Sounds like it. Not like a multipart turret, just a regular one. Actually, come to think of it, how does the game handle fire from a typical turret? It doesn't reorient the normal, I know...
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Why would I want a weapon like this? It doesn't even have a good coolness quotient to it, and would be useless insofar as gameplay value is concerned.
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nose turrets, like on the apache, or things like that. It's cool, actually, I think.
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Nose turrets could, I suppose, be used for some good things. Liked the apache nose turret comparison. Just a minor detail - for them to be useful rather than annoying, they'd need to fire at the target's lead indicator, not the target itself. Else you'll never hit anything that isn't stationary.
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(http://swooh.com/peon/diamondgeezer/images/hammerthumb.gif) (http://swooh.com/peon/diamondgeezer/images/SA-43.gif)
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Darn...I've been trying to make a swar version of the Rockeye - fire&forget..still doesn't work..here's the tbl:
; Hellfire
;
$Name: Hellfire
+Title: XSTR("GTM-9a Hellfire Missile", 3341)
+Description:
XSTR(
"Prototype
Advanced Swarm Type
All-Purpose Missile
", 3342)
$end_multi_text
+Tech Title: XSTR("GTM-4a Tornado", 3343)
+Tech Anim: Tech_Tornado
+Tech Description:
XSTR(
"A mean, lean swarm version of the Sentinel. The missiles themselvs are smaller and pack less punch, but it's still incredibly effective.", 3344)
$end_multi_text
$Model File: bombardier.pof
$Mass: 0.1
$Velocity: 250.0
$Fire Wait: 2.5
$Damage: 45.0 ;; damage applied when within inner radius
$Blast Force: 0.5
$Inner Radius: 15.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 25.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 7.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.6
+View Cone: 120.0
$LaunchSnd: 102 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ( "Corkscrew" "player allowed" "lockarm") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: newmiss5 ;; Bitmap used to draw trail
$Icon: iconBombardier
$Anim: tornado
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
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I am making some guships (heavy fighters with nose-mounted turrets).. that couls be usefull...or i just could let the Ai do the job.. It sill leaves me with 2 stationary guns
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Originally posted by TrashMan
Darn...I've been trying to make a swar version of the Rockeye - fire&forget..still doesn't work..here's the tbl:
there, try that ( change the pcx names, and the sound maybe ), that's a weapon I made for my very first campaign, I haven't checked it, but it SHOULD be the right version, which worked great:
; Rockeye
;
$Name: @phosphore
+Title: XSTR("GTM Phosphore", 3309)
+Description:
XSTR(
"Standard Issue
Fire and Forget", 3310)
$end_multi_text
+Tech Title: XSTR("GTM MX-64 Rockeye", 3311)
+Tech Anim: Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"tracking cannon.", 3312)
$end_multi_text
$Model File: bullet.pof
$Mass: 5.0
$Velocity: 750.0
$Fire Wait: 0.1
$Damage: 10 ;; damage applied when within inner radius
$Blast Force: 10.0
$Inner Radius: 5.0 ;; radius at which damage is full
$Outer Radius: 10.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 10.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.125 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 5.0
+View Cone: 50.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 107 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 14.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "player allowed") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.1 ;; Width of trail nearest missile
+End Width: 0.0 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.07 ;; how many seconds before trail disappears
+Bitmap: phosphor ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 3.0
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What he's talking about is the Blindfire system that shows up in Wing Commander 3, 4, and in Star Lancer.
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ice fire hit it right on. actually i made a bunch of shorte range flare weapons that fire from the secondary slots of my ships. they use pod files with glow points for a really cool effect. i want them to be aim themselves at the target, but not chase it. i also want it to be used on guns for heavy bombers that handel like potatoes, to give them a litle something extra when taking on a fast fighter.
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Originally posted by IceFire
What he's talking about is the Blindfire system that shows up in Wing Commander 3, 4, and in Star Lancer.
there was that in WC4? can't remember ( and haven't played 3 ). On the Dragon maybe ( the dragon had all the cool things, so :p )
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It could be something like the proton canons in Starlancer - those things aimed themselves, so it was a piece of cake to get the kills.
How that one would affect FS gameplay....I wonder.
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by making bombers more of a threat to interceptors, without sacrificing payload to anti fighter missiles.
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In WWII, fighters quite often got chewed by bomber turrets. This is one aspect of WW dogfighting V obviously didn't care to recreate.
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Originally posted by Venom
there was that in WC4? can't remember ( and haven't played 3 ). On the Dragon maybe ( the dragon had all the cool things, so :p )
Just the advanced craft had it. In Wc3 it was the Excalibur, in Wc4 the Dragon and Bearcat both had it (that were player flyable anyways).
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the bearcat? lol, couldn't say, I might have tried it one, and, well, got back to the Banshee ( which has to be one of the most brilliant fighter designs ever made imho, which gives a good score to WC in my mind, coz I think the same of the wasp ).