Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Starman01 on March 06, 2004, 04:01:10 pm

Title: About subsystems
Post by: Starman01 on March 06, 2004, 04:01:10 pm
Hello,

is there a way to give a ship destroyable subsystems, which
cannot be targeted in the mission (i.E  parking fighters inside a hangar)

What is the max. number of subobjects to a capital-ship anyway ?

Thanks for the info.
Title: About subsystems
Post by: Hippo on March 06, 2004, 05:29:28 pm
aren't subobjects not required to be targetable? you could try not giving the subsystem a name, or just call it 'hanger' or something, so if it is argeted, it'll look more normal...
Title: About subsystems
Post by: Black Wolf on March 07, 2004, 08:01:52 am
At this point, no, not as far as I know. Which sucks, as it's likely to be as close as we're likely to ever get to geomodding. Post 3.6 untargetable, destroyable subobjects...err...Please?
Title: About subsystems
Post by: Starman01 on March 10, 2004, 10:03:26 am
Problem is, even when I give them some correct names (like
fighter, bomber or something), there is still this destroyed sub-
object targetable (with the grey square), which is kinda silly
when the fighter is vaporized

It should behave like a turret-subsystem, but without a name,so
that the player didn't has to switch through too many subobjects.
However, I guess I could also life in giving the object a name, but
after destruction it shouldn't be targetable anymore. Is there no
way to manage this through some modification in the pof-data or
the tbl ?

BTW, does anyone know the max of subobjects for a single ship ?
Title: About subsystems
Post by: Unknown Target on March 10, 2004, 10:22:49 am
You can make a subsystem destructable, and not have it targetable. A good example is the RT mod's semi-transforming ship :D
Title: About subsystems
Post by: Raptor on March 10, 2004, 11:43:23 am
Quote
Originally posted by Starman01
BTW, does anyone know the max of subobjects for a single ship ?


I heard somewhere that it was about 110, but I'm not sure...:doubt:

In any case, thats the limit I work to for now.
Title: About subsystems
Post by: Starman01 on March 10, 2004, 12:56:51 pm
Oh boy, I guess this are enough subsystems for me :D

Pls excuse the stupid question, but could anyone point me towards
the RT mod, or name me a member of their team ? Thanks.
Title: About subsystems
Post by: Unknown Target on March 10, 2004, 01:17:00 pm
The mod's disbanded. Gortef, Nico (venom), and me were all members. The mod can be located at robotechlan.com/freespace2 ;)
Title: About subsystems
Post by: Nico on March 10, 2004, 02:21:03 pm
isn't the... station where the Iceni is hidden ( boadicea iirc? ) made of untargetable subsystems?
Title: About subsystems
Post by: Hippo on March 10, 2004, 06:02:46 pm
no... they are all asteroid subsystems, and you can target them after they 9and all the turret##a's) are destroyed...
Title: About subsystems
Post by: Starman01 on March 11, 2004, 10:34:34 am
Yup, unfortunately. Also this robotech-mod is no solution, sorry.

The models have no subsystems specified, the tbl has. Besides some
error-messages in Fred I don't get the hint. Of course they are not
targetable ingame, cause it simply has none.

BTW, here is shot from the hangar(Bad light-effects, I know).
(http://www.starman.ag5.de/pics/hangar01.jpg)
These fighters are submodels, specified as subobjects.  
I wouldn't even have a big problem, if they will be targetable, but
I could either make them normal subsystems, then they will be
targetable after destruction, or
I could make them turrets, then they will be vanquished after
destruction, but their name in the targeting-window will be
"laser-turret" or something.

What name-options are possible for turrets ? I know of Laser-turrets,
beam-turrets, flak-turret and missile-launcher. Is there no way to
trick the code to use some other names ? Then I would really edit
them as turret-subsystems, I guess that would be the best solution
without a (not intime possible) code-change.

Thanks again for any insights.  :p
Title: About subsystems
Post by: .::Tin Can::. on March 11, 2004, 10:42:14 am
Woah! That gives me an idea! Sw00t design dude.