Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on February 12, 2004, 06:54:40 pm
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Its completed and i'll have it committed once i get 32bit textures working in OpenGL.
heres a pic:
(http://www.penguinbomb.com/phreak/cone.jpg)
i hope you can see what is going on.
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I see a shockwave... and some spawned bits... But nothing I can tell that is done with the code...
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I see a wobbly shockwave, which is quite cool, what looks like a load of missiles, and a ship, unidentified. :)
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3d shockwave 32bit is what i guess
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the shockwave is strange, but I don't understand exactly why
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Nope, it's a cluster missile :D
All of the spawns are firing within a specified angle of the forward normal of the missile that is exploding. Actually, it's a multiple warhead delivery system.
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...Ahh. I saw that, but it didn't click as being unusual for some reason. That'll be cool for packet bombs!
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Yeah not exactly sure why one would need 32-bit textures for it to work though.
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This hole 32 bit thing is killing my 16 mb card. Time to upgrade.
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Heeh. I use the 32-bit stuffs with my card set to 16 bit mode. Still looks a great deal better than pcx's. ;7
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Originally posted by Raa Tor'h
Heeh. I use the 32-bit stuffs with my card set to 16 bit mode. Still looks a great deal better than pcx's. ;7
Hm ill try that. It dont look bad does it.
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Originally posted by StratComm
Nope, it's a cluster missile :D
All of the spawns are firing within a specified angle of the forward normal of the missile that is exploding. Actually, it's a multiple warhead delivery system.
ding ding ding! cookie
as for the 32 bit stuff. goob wont let me commit until i get something done that needs to be done.
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Originally posted by GeistKrieger
Hm ill try that. It dont look bad does it.
I didn't realize it ws lower bit until someone pointed out to me that it wass till 16...
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show me hthe table stuff!
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Wasn't the cluster bomb feature included since FS1?
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nice work. :)
yah the 'fighter killer' uses cluster missiles, not sure of bombs tho...
-Grug
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1) I'm shocked that so many people did not recognize the STANDARD FS2 shockwave (!!)
2) Clusters always were supported (and who doesn't know hasn't played the game), BUT they spawned missiles in all directions, and this lets you specify a certain angle in which the spawn babies are fired.
3) I've been waiting for this ;7
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Yay! Space shotguns!
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This would help the "Sierra" torpedo spread for Omni's Star Trek conversions.
Later!
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@LL: Tables?
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weve had space shotguns, ive been using them for awhile now.
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Originally posted by Lightspeed
1) I'm shocked that so many people did not recognize the STANDARD FS2 shockwave (!!)
2) Clusters always were supported (and who doesn't know hasn't played the game), BUT they spawned missiles in all directions, and this lets you specify a certain angle in which the spawn babies are fired.
3) I've been waiting for this ;7
You see, no one has actually played this game in at least two years. We just mod it and post quick screens.
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Phreak, if/when this gets committed, what flag(s) will we need to add on to our missiles to get this effect?
And speaking of 3d shockwaves, is it possible to decrease the opacity of the faces on it depending on the angle of said faces' normals relative to the player's POV?
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yes, I just commited a fix for this, it is somewhat hackish though.
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Originally posted by JC Denton
Phreak, if/when this gets committed, what flag(s) will we need to add on to our missiles to get this effect?
the table looks errily similar
$Name: Piranha
+Title: XSTR("GTM-10 Piranha", 3365)
+Description:
XSTR(
"Standard Issue
Area Effect
Fighter Suppresion Weapon", 3366)
$end_multi_text
+Tech Title: XSTR("GTM-10 Piranha", 3367)
+Tech Anim: Tech_Piranha
+Tech Description:
XSTR(
"A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.", 3368)
$end_multi_text
$Model File: piranha.pof
$Mass: 20.0
$Velocity: 90.0
$Fire Wait: 5.0
$Damage: 100 ;; damage applied when within inner radius
$Blast Force: 1500.0
$Inner Radius: 75.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 150.0 ;; max radius for attenuated damage
$Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.75
$Subsystem Factor: 1.0
$Lifetime: 4.0
$Energy Consumed: 0.0
$Cargo Size: 12.0
$Homing: NO
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed"
"Spawn Cluster Baby,15" ;; Create 15 "Cluster Baby" children on detonation
"Remote Detonate" ) ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
;; The following indented fields are only required when $Trail is YES
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.75 ;; 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: iconPiranha
$Anim: Piranha
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 20.0
$Spawn Angle: 30 ;;30*2 == 60 degree spawn angle since the cone function goes from -angle to angle. default is 180
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I love it. Does it cause any crashes?
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it seems i can use this. it would make a good pirate weapon.