Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: JC128 on September 27, 2003, 11:59:44 am
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Would be possible to make a weapon like was used in Star Wars Episode II by Jango Fett (Remember the seismic charge?) you release the charge haul ass away and a giant shockwave is released that kills everything in its path.
I know things like the cyclops and what not do this on impact what if it was just a simple weapon release that drops dead with no propulsion. put it on a timer to detonate so you can get the hell out. That would be awesome for fighter/bomber clearing
of course the chances of whiping out friendly fighters would be extremley high :lol:
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Why not give a weapon a speed of 0 that way it will stay still and detonate when it's life is over, you could also put "player detonate" on it, so you can detonate it manually.
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Originally posted by Vilkacis
Why not give a weapon a speed of 0 that way it will stay still and detonate when it's life is over, you could also put "player detonate" on it, so you can detonate it manually.
Bingo! Though the weapon still might be affacted by the ship's velocity, I'm not sure. But that sounds really cool. Someone table it up!
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So, basically a command detonated mine...bears looking into.
H
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ooh even better a remotely detonated mine good call Vilkacis :nod:
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think you could make a kinetic version? u drop the mine, it blows up, nocking fighters and bombers away.
it would be fun if implementd in multiplayer :D
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bah kinetic weapons are annoying good idea! :nod:
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Or make it a proximity mine? Enemy ship within a certain radius.....Kaboom!!
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Extreme: flash-mine
"BOOM!!!"
"I can't see, my eyes!"
-nasty
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:wtf:
why not make it EMP?
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EMP is dumb. I want a weapon that tears fighters to shreads.
What would be even cooler is if we could do subspace weapons, dont think thats possible though hehehe
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EMP temporarly knocks out the isntruments.
The flashbomb permanently blinds the pilot.
It is a sick weapon...albeit effective.
....and it's a lot cheaper than a bomb as powerful as one that would tear figters apart.
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I can tell you in FS1 that weapon (primary/secondary) speed was the speed that was typed into the tbl.
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Why not a disruption bomb? - stops a fighter cold for a few seconds
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thats what EMP is TrashMan hehe
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Originally posted by Flaser
The flashbomb permanently blinds the pilot.
It is a sick weapon...albeit effective.
yeah great idea....
*sits down and plays fs2*
*FOOM*
*auugggg my eyes!!!!!!*
*calls 911 to get his eyes fixed*
:p
that would just suck IMO
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Originally posted by HotSnoJ
I can tell you in FS1 that weapon (primary/secondary) speed was the speed that was typed into the tbl.
:nod:
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; ----------------------------------------------------------------------------------
; Blowfish
;
$Name: Blowfish
+Title: XSTR("GTM-82 Blowfish", -1)
+Description:
XSTR(
"Special Issue
Anti-fighter/bomber mine
Non-Conventional Warhead
", -1)
$end_multi_text
+Tech Title: XSTR("GTM-12 Cyclops", -1)
+Tech Anim: Tech_Cyclops
+Tech Description:
XSTR(
"Designed to suppress enemy fighters trailing GTVA bombers. The Blowfish is a modifide Cyclops warhead without an engine so to allow more explosives.", -1)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 0.0
$Fire Wait: 15.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage: 2000 ;; damage applied when within inner radius
$Blast Force: 1000.0
$Inner Radius: 150.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 150.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 150 ;; velocity of shockwave. 0 for none.
$Armor Factor: 10.0
$Shield Factor: 10.02
$Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems.
$Lifetime: 10.0 ;; temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: NO
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ("player allowed")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5 ;; Width of trail nearest missile
+End Width: 1.75 ;; 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: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconbelial
$Anim: belial
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
Not very good, but it should help who ever wants to play with fighter mines. :)
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Can weapons slow down after launch? I know the tbl's say speed of weapon initially... Can they be changed?
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Originally posted by Raa Tor'h
Can weapons slow down after launch? I know the tbl's say speed of weapon initially... Can they be changed?
I don't think so.
I should really finish my Bible class speech for tomorrow.
Oh well. :o
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Originally posted by JC128
thats what EMP is TrashMan hehe
Nope. Trashman is refering to the disruption effect that breaks your engines for 20 seconds or so.
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Hey.. that is a good idea..
*adds it to teh listâ„¢
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I've been doing this for years, although I use realy HUGE energy shots at speed 4. Never messed with the missles section back then, oh and for the kenitk effect swich on a shockwave and give the thing about 100 mass or so, although at that seting it's going to kick you to the next system and knock capships off corse, but hey it's sweet that way.
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This is something like the 158th Hellfish and Genesis mines... you guys should enjoy those when they appear - and the Scarab in Exposition, never forget the Scarab :D
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hehe sounds like some people share my love of weapons of mass destruction in games :drevil: