Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Liberator on March 08, 2004, 07:15:51 pm
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Stop me if you've heard this.
I know we're in a code freeze, but here goes.
I seem to recall that a mission has to be specifically coded for TAG missiles to function correctly. I was wondering if the TAG system could be made to be on by default? This combined with a second generation missile with damage might make it a more used missile.
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As far as I understand it the reason you had to specifically code it for TAG missiles is because, typically the beams on capital ships would shoot things (If Beam Free Alled) without the TAGs interest.
I suppose you could set it up so that TAG Missiles give target priority, but basically this is one of those if it ain't broke things...
The missile would be more used, if there were more missions which is was needed in....
/needed/ being the keyword... It's something I'd personally leave up to mission designers, though I suppose the coders could make it easier for the mission designers by having a "Make TAG Mission" Flag that sets all the ship settings for you as you place them in regards to the weapon..
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Doesn't TAGing the object - making it be treated as a bomb - make it high priority anyways? Because I'm sure TAG missiles were availablke later in the campaign..... IIRC the current SEXPs are for making turrets target ONLY TAG-ed ships, are they not?
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Originally posted by aldo_14
Doesn't TAGing the object - making it be treated as a bomb - make it high priority anyways? Because I'm sure TAG missiles were availablke later in the campaign..... IIRC the current SEXPs are for making turrets target ONLY TAG-ed ships, are they not?
As far as I know, whilst it highlights the ship on the radar (yellow) it doesn't adjust the target's priority in the AI List..
The SEXP is, as you quite rightly say "Target TAG-ed Only Ships".
AI Fighters don't react any differently to TAG and as far as I can tell neither to Beam Turrets...
Also doesn't even show up on client PCs in multiplayer ¬.¬
Generally TAGs are available later in the game, but they're useless, completely and utterly, if they had a priority boosting tag or something close to that it'd be a decent missile in large capship/fleet missions, but, meh, as it stands the missile IS useless...
edit;
I mean, it might boost priority, but, it's still useless since the AI seems to ignore the priority change....
Sadly, I've never ever seen there be an effect from lighting a target up with TAG...
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Well, given that TAG missiles are only available when the Fredder intentionally puts them in the loadout options, the Fredder is already doing work regarding TAGs anyway. That being the case, tossing in a sexp trigger along with it isn't hard.
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Actually, I was talking about making them a passable dogfight missile. Not as good as the Harpoon, but better than the Rockeye.
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Originally posted by Liberator
Actually, I was talking about making them a passable dogfight missile. Not as good as the Harpoon, but better than the Rockeye.
Surely that's a table editing problem then? :confused:
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TAG-B locks, dunnit?
Or is it the TAG-B or TAG-C that does ****-all?
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Wasn't the TAG-C unused and also useless?
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Originally posted by Zarax
Wasn't the TAG-C unused and also useless?
Yeap.
Originally posted by karajorma
Surely that's a table editing problem then? :confused:
I can't see any other way to do it :P
Also wonder if they know anything about the game... (Rocks > Harpoons in a real dogfight (TvT/1on1) Harpoons are only good for AI or nubs ¬.¬)
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If you're playing against the computer the Harpoon can sometimes be a better choice cause you can easily go mad with rockeyes and burn through your entire supply :D
But I'll agree with you about it in mulitplayer. If you're playing against anyone with a similar skill level you probably won't live long enough for rearming to be a problem anyway :D
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bob's editted the tag-c to call in a subspace missile strike. i've also added a "tagged only" flag to weapons that can only fire if the target is tagged and possibly locked on
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Originally posted by karajorma
But I'll agree with you about it in mulitplayer. If you're playing against anyone with a similar skill level you probably won't live long enough for rearming to be a problem anyway :D
nah, it's fun to make people crazy trying to kill you for 42 minutes ;7
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Originally posted by karajorma
If you're playing against the computer the Harpoon can sometimes be a better choice cause you can easily go mad with rockeyes and burn through your entire supply :D
But I'll agree with you about it in mulitplayer. If you're playing against anyone with a similar skill level you probably won't live long enough for rearming to be a problem anyway :D
Yep
That's why I prefer Rockeyes in dogfights now. They are very good for certain situations and is at least a distraction otherwise.
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Phreak, that "tagged only" flag doesn't seem to work on player ships.
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it should say "unable to fire weapon if isn't tagged"
that is unless you have the weapon cheat on
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Originally posted by Lightspeed
nah, it's fun to make people crazy trying to kill you for 42 minutes ;7
brings back afew memories , :lol:
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If I couldn't kill someone for 42 minutes, I'd start trying to ram him to death.
Anyways, anyone up for a game?
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the longest i ever took/lasted 1 on 1 was about 5 min, 10 times in a row, just twirling round in circles trying to get the other in my sights. Im pretty sure it was lightspeed, but that was like a year ago.
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I've started up a game server.