Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Hippo on April 04, 2004, 08:42:04 pm
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Are the local SSM's still coded into most of the current releases? Cause either they aren't, or i'm doing something wrong...
I took the table entery from here: http://www.hard-light.net/forums/index.php/topic,15610.0.html and got rid of the tagged only flag, so i'm left with:
$Name: local ssm
+Title: XSTR("GTM-13 Helios", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Weapon
Anti-Matter Torpedo", 3393)
$end_multi_text
+Tech Title: XSTR("GTM-13 Helios", 3394)
+Tech Anim: Tech_Helios
+Tech Description:
XSTR(
"local ssms rule",3395)
$end_multi_text
$Model File: helios.pof
$Mass: 35.0
$Velocity: 65.0
$Fire Wait: 30.0
$Damage: 6800
$Blast Force: 1000.0
$Inner Radius: 100.0
$Outer Radius: 270.0
$Shockwave Speed: 75
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.85
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 25.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.5
+Min Lock Time: 7.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 0
+Catch-up Penalty: 15
$LaunchSnd: 97
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed" "local ssm" )
$Trail:
+Start Width: 0.5
+End Width: 2.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0
+Bitmap: MissileTrail02
$Icon: iconHelios
$Anim: Helios
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Local SSM:
+Warpout Delay: 2500 ;;delay between launch and jump to subspace (ms)
+Warpin Delay: 6000 ;;delay between warpout until warpin
+Stage 5 Velocity: 500 ;;velocity during terminal dive
+Warpin Radius: 1000 ;;additional distance around target at which the ssm appears
+Lock Range: 7000 ;;distance at which lock triangle appears (optional)
...
I fire it, from approx 7 k away, with a lock, and it never enters subspace... It just flies and flies, untill its 30 seconds runs out... Then it just explodes... I am traitoring myeslf to test... but i don't think thats it... Any ideas?
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i can't see it not working, unless something was screwed with
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i tried it with the target set as hostile (thinking that may have something to with it, with me traitoring myself and all)... I am now checking it against the one in the Wiki...
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..I couldn't get the targetting beam to work either, so it's probably not your tbl that's wrong.
All other beams render correctly, just not the targetting one.
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thought that said snm for a minute there :p
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Originally posted by Raa Tor'h
..I couldn't get the targetting beam to work either, so it's probably not your tbl that's wrong.
All other beams render correctly, just not the targetting one.
i noticed that too...
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Bobboau's been messing with the targetting beam... not sure what he's been doing but it may have some bearing on that.
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enter this into mantis and i'll get to looking at it.
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I messed with fighter beams, I don't think I did anything to the targetting beam, though it may have feggled it, I think this is the thing were you launch a bomb, then it jumps out then jumps back in realy close to the targeted ship
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yea thats the thing. messing with the beams shouldn't have done a thing since they are separate from the SSM system (so you get the kill)
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it looks like the timestamps that were set to tell the missile to warpout and such have been erased (dun-dun-dun)
Local SSMs stopped working: Sat Oct 25 06:56:07 2003 UTC (5 months, 1 week ago) by bobboau
ok they are working now. committing fix.
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ahwww, what did I do!?
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when you put in the FOF and shots stuff you must have inadvertantly removed it.
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*smacks Bobboau*
be more careful next time!
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Originally posted by PhReAk
it looks like the timestamps that were set to tell the missile to warpout and such have been erased (dun-dun-dun)
Local SSMs stopped working: Sat Oct 25 06:56:07 2003 UTC (5 months, 1 week ago) by bobboau
ok they are working now. committing fix.
*Smacks Bob...*
That going to be fixed in 3.6 then?
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It's in CVS, it'll be there. :nod:
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Aha, wondered why this wasn't working in the Inferno builds
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the fix should be in kazan's newest test build.