Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on October 18, 2003, 08:45:45 am

Title: Small subsystem request
Post by: Flipside on October 18, 2003, 08:45:45 am
And a slight p1mp.....

I mentioned this in another post, but the more I thnik about it, the more places it could be used.....

Would it be possible to have some sort of tag for subsystems that means they can be assigned a percentage of hull, and can be destroyed, but your targetting scanners will not lock onto them when cycling through subsystems. This could be used for things with cargo cannisters, pipes widgets etc. With the massive increase in subsytems available for ships with HT&L it would be great to be able to strafe a capship, blowing up bits on the hull, but not having to cycle through 25 odd subsystems in order to target the Engines? Also, and this is the pimp part, combining that with Subsystem shockwaves and being able to allocate an ambient sound to each subsytem would make attacking capships a whole new experience :D

Flipside :D
Title: Small subsystem request
Post by: kasperl on October 18, 2003, 08:53:54 am
wasn't this already proposed by Hollewanderer?
Title: Small subsystem request
Post by: Flipside on October 18, 2003, 08:59:02 am
I'm not sure, the post seemed to vanish into some argument about BSP? I think he wanted something more 'model' based?

Flipside :D

Hmmmm... I've read the whole thread, he seems to start thinking of the same thing as me and then it all goes odd. All that's really need is a Subsystem that doesn't appear in the Targetting system, but which is destroyable, with the right modelling, you wouldn't need anything else I would have though?
Title: Small subsystem request
Post by: kasperl on October 18, 2003, 09:02:27 am
no, he wanted non-targetable subsystems already.
edit:

meh, you beat me too it.

anyway, the thread turned into some odd discussion, but i can;t tell anything about what you need, since i am not a coder, nor a modder.
Title: Small subsystem request
Post by: Flipside on October 18, 2003, 09:04:09 am
Yep, he did, I'm not sure why it started turning into a conversation about slicing bits off the model though :D

Ah well, count this as a second request :)

Flipside :D
Title: Small subsystem request
Post by: diamondgeezer on October 18, 2003, 09:14:29 am
Tis a good idea. I mean we can already make so called 'blow-offs' (unfortunate name, really) like radar dishes and what have you, but if you couldn't target them then it'd be more, well, suprising when they blew up. Though I suppose most of the time you need to score a direct ht with locked-on bombs to actually destroy a subsystem...
Title: Small subsystem request
Post by: Flipside on October 18, 2003, 09:19:30 am
Well, it depends, say you had a freighter with a couple of pipes and widgets on the hull, these could be made as subsystem with only 0.5 - 1% Hull. This way a strafe with Maxims or Tempest or the like would cause a couple of bits on the hull to explode. Also, the idea for Subsystems shockwaves means that some of these could explode with a little more force than others, possibly pushing your ship off target, and damaging the enemy ship, specially if the shockwave happens to take out other hidden subsystems. :D
The ambient sound thing would just be cool for flybys :D

Flipside :D
Title: Small subsystem request
Post by: Lightspeed on October 18, 2003, 09:51:49 am
or create hull panels that blow up and reveal the electronics inside ;7
Title: Small subsystem request
Post by: Flaser on October 18, 2003, 10:31:49 am
This could lead to some awsome damge modelling.
Title: Small subsystem request
Post by: Flipside on October 18, 2003, 09:28:33 pm
Exactly, each subsystem can have debris as well, which would add to the fun ;)

Flipside :D
Title: Small subsystem request
Post by: diamondgeezer on May 12, 2004, 02:45:09 pm
*bump*

Can we please have this, it'd rock a fat one
Title: Small subsystem request
Post by: Starman01 on May 12, 2004, 02:56:57 pm
I vote for it ! :)

Non-targetable subsystems is exactly what we need, so we can
all add those neat hangar-stuff into our carriers (fighters, trucks etc).

Right now, after destruction you can still target "fighter01".
When changed, a hangar-flythrough will be like in the good old days
of wing-commander :)

I tried once, to edit them as turret-subobjects, because they aren't
targetable after destruction. See here, this is what it could look like :

(http://www.starman.ag5.de/pics/hangar01.jpg) (http://www.starman.ag5.de/pics/k-base6.jpg)
Title: Small subsystem request
Post by: TopAce on May 12, 2004, 03:07:32 pm
Good idea. Please do something about it. If you can.
Title: Small subsystem request
Post by: Lightspeed on May 12, 2004, 03:09:40 pm
Starman... Why don't you just place actual ships in there? It should be possible, and you could make ships that 'wake up' and attack you - Now that'd be easily possible and cool. :)

I'm sure you could do it by having dockingpoints at the floor of the hangar and then dock the ships to it. (wouldnt even need that if the model weren't moving)
Title: Small subsystem request
Post by: TopAce on May 12, 2004, 03:11:23 pm
Simulatenous docking?
Title: Small subsystem request
Post by: Flipside on May 12, 2004, 03:13:57 pm
LS, because t the moment it would be embarassing to watch them bouncing off the walls ;)
Title: Small subsystem request
Post by: Lightspeed on May 12, 2004, 03:17:35 pm
IIRC the docking thingy wouldnt lead to that. At least the ships that were 'towed' along in FS1 and FS2 didnt do that.
Title: Small subsystem request
Post by: Starman01 on May 12, 2004, 03:18:00 pm
Actually I can place real ships in there (in the base, 2nd picture I did
that, because it stands still). But the problem is the warp in and out.
Our Carriers are quite agile, and those objects must sit on their
place inside the hangar.

Second Idea is the simultan docking, but AFAIK FS2 has problems doing that. I once build the wing commander transport and gave it 6
containers and as much dockpoints and path's. The results faceted every aspect from funny to spooky :p
Title: Small subsystem request
Post by: TopAce on May 12, 2004, 03:19:40 pm
Not FS2 has problem with it, the coders cannot implement it. You have no problem with something you don't have.
Title: Small subsystem request
Post by: Lightspeed on May 12, 2004, 03:41:32 pm
Dang. I completely forgot a ship can only be docked to *one* more ship. My bad. :(
Title: Small subsystem request
Post by: Taristin on May 12, 2004, 03:55:02 pm
Well, you could always make the fighters disappear with a sexp before the vessel warps out. Unless you're in the hanger when it happens, you'd never notice.
Title: Small subsystem request
Post by: Turambar on May 12, 2004, 04:37:35 pm
and if you are in the hangar when it happens, well, you'll probably die anyway
Title: Small subsystem request
Post by: SadisticSid on May 13, 2004, 05:15:19 am
While we're talking about subsystems can we please have an extra flag in the ships TBL that specifies what appears when you target a subsystem? So we can have "Plasma Turret", "Torpedo Battery", "AAA Beam Cannon" etc.
Title: Small subsystem request
Post by: Turambar on May 13, 2004, 06:48:04 am
the only issue i see with exploding subsystems are the explosions.  They will all probably be perpindicular to the hull of the ship (because youre flying more or less parallel) and they'll clip with the hull and it'll look awful.  Wait for that to be fixed, then this will be badass and cool, like it sounds
Title: Small subsystem request
Post by: Starman01 on May 13, 2004, 09:18:11 am
Quote
Originally posted by Raa Tor'h
Well, you could always make the fighters disappear with a sexp before the vessel warps out. Unless you're in the hanger when it happens, you'd never notice.


Right, but my problem is more the warp-in situation. 70 % of all
enemy ships aren't able to leave anyway before getting killed.