Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Unknown Target on September 03, 2003, 10:52:28 am
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Can someone please put this in? It would be really usefull for a couple big mods *wink wink*
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Assuming that you mean having a limited number of fighters/weapons on a ship this is something that could be done taking advantage of the persistant variables code.
Of course new code would be needed for the team loadout editor.
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Whoops, my bad, should've been more specific, I meant;
external depletable stores ;)
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Can you elaborate? I have no idea what you're talking about.
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Now I'm completely lost too.
That said what about my idea of using persistant variables to provide the number of ships available? It would be really cool for campaigns set on a single ship and would add a lot of depth to the campaign (i.e if your squadron wipes out all the Perseus fighters out you might end up in the later missions flying intercept in an Ares or even a bomber :D )
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I think he means actual missiles and stuff modeled on wing pylons or whatever, which would fire off and thus deplete. This was been disucessed many times befire, but tis hardly a realistic proposition given the existing engine, er, stuff. Or something. Ahem.
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I think he means having a limited number of reinforcements, as well as having the number of dead squad members reflect in future mission...
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I think we're talking about different people. I was refering to the thread's actuial topic, i.e UT's suggestion for depleting external stores. 'External stores' these days basically means anything you carry on the outside of your plane, like missiles and laser pods and stuff.
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...and I thought he meant having limited amounts of ammo on a support ship. (ie if your wingmate rearms his Harbinger launchers, you might not be able to resupply your own.)
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lol, and I thought he was talking about having the reserves in the weapon loadout screen carry between missions (which I think might be possible even now). This is confusing. :p
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I think he should just rephrase.
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Originally posted by CP5670
lol, and I thought he was talking about having the reserves in the weapon loadout screen carry between missions (which I think might be possible even now). This is confusing. :p
It's fairly obvious that I thought that too. Personally I think the mistaken idea is the better one. I'd love to see campaigns where you only have a limited number of fighters and if you use them all up you have to fly the next mission in something different :D
For this reason I'm officially hijacking this thread. ;7 No offence meant UT but whatever you want start a new thread about it and explain it clearly this time :D
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MISSLES! I MEANT MISSLES! :D
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Missiles where? In the support ships?
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Originally posted by Unknown Target
MISSLES! I MEANT MISSLES! :D
uhm, check your spelling, and please, take your time to explain.
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He means missiles on external hardpoints. Like on your basic modern 20th century fighter. Or in Starlancer. Take your pick.
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Told you :cool:
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Ever seen an F-18? They got those big tubes hanging under their wings and fall off. After they fall off, a little motor at the back goes "poof" and they go forward. After they go forward and hit something, they go boom.
How much more specific do I need to be?! :D
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You could have told us that in the first post instead of going *hint hint, wink wink* the whole time. :rolleyes:
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That wink wink was for the mods part, not the part about what I wanted :p
Besides, I assumed "External Depletable Stores" was pretty easy to understand. I meant missles, weapons, chaff pods, fuel pods, tertiary weapon pods, ammo pods, etc.
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They do deplete. You press the secondary fire button and their number decreases.
If you meant "visually render the stores", you should have said so.
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Oh God...
Look, yay or nay:
missles on the wings that can be fired?
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They can do that now.
Or do you mean, "MissIles on the wings that after they're fired they're not rendered on the model anymore"?
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That's just plain trolling, Zylon. Kindly stop it.
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I would really have a look at it how will a Hercules Mk II look like carrying 64 harpoons ...
Otherwise FS missile pods are internal like a secret forum :D
There is only a hole(a black circle in the texture)where your missile leaves. But it would look nice in case of a bomber, like the Medusa or the Ursa.
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or the billions of diffrent ships that can be modded for it.... duh:nod:
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It would be good for bombs, as ships can't carry that many of them. Or it would be good for the Robotech/Macross mod, as that's how they were in the show.
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Got SA-43 Hammerhead Exo/Endoatmospheric attack jet with six under-wing harpoints designed to carry a wide variety of stores allowing the aircraft to perform a number of misison roles?
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no, but I dow have wingtip Sparrow Head missiles from Jackare Corporation.... And BD-4 Hawka anti capital ship guided missiles that are captial ship and bomber lanched.... Also got Deathtone fighters.... 340 rockets... 10 secs....
:D
(actualy about half might fighters were designed to incorperate external missiles - I played eilte, that did it and it remains with me as good guide of how to do things... :D)
Remember that this kind of cool flair goes hand in hand (and after :nervous: ) turret recoil:nod: