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

Title: Local SSM (still coded?)
Post by: Hippo on April 04, 2004, 08:42:04 pm
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:

Code: [Select]
$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?
Title: Local SSM (still coded?)
Post by: phreak on April 04, 2004, 08:59:06 pm
i can't see it not working, unless something was screwed with
Title: Local SSM (still coded?)
Post by: Hippo on April 05, 2004, 02:03:58 pm
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...
Title: Local SSM (still coded?)
Post by: Taristin on April 05, 2004, 02:44:19 pm
..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.
Title: Local SSM (still coded?)
Post by: Jiggyhound on April 05, 2004, 02:45:46 pm
thought that said snm for a minute there :p
Title: Local SSM (still coded?)
Post by: Hippo on April 05, 2004, 02:46:57 pm
Quote
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...
Title: Local SSM (still coded?)
Post by: Goober5000 on April 05, 2004, 03:46:04 pm
Bobboau's been messing with the targetting beam... not sure what he's been doing but it may have some bearing on that.
Title: Local SSM (still coded?)
Post by: phreak on April 05, 2004, 10:25:58 pm
enter this into mantis and i'll get to looking at it.
Title: Local SSM (still coded?)
Post by: Bobboau on April 05, 2004, 10:30:20 pm
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
Title: Local SSM (still coded?)
Post by: phreak on April 05, 2004, 10:33:59 pm
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)
Title: Local SSM (still coded?)
Post by: phreak on April 05, 2004, 11:54:26 pm
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.
Title: Local SSM (still coded?)
Post by: Bobboau on April 06, 2004, 12:15:05 am
ahwww, what did I do!?
Title: Local SSM (still coded?)
Post by: phreak on April 06, 2004, 12:33:16 am
when you put in the FOF and shots stuff you must have inadvertantly removed it.
Title: Local SSM (still coded?)
Post by: Carl on April 06, 2004, 12:47:37 am
*smacks Bobboau*

be more careful next time!
Title: Local SSM (still coded?)
Post by: Hippo on April 06, 2004, 02:05:45 pm
Quote
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?
Title: Local SSM (still coded?)
Post by: Goober5000 on April 06, 2004, 03:08:07 pm
It's in CVS, it'll be there. :nod:
Title: Local SSM (still coded?)
Post by: SadisticSid on April 06, 2004, 03:18:33 pm
Aha, wondered why this wasn't working in the Inferno builds
Title: Local SSM (still coded?)
Post by: phreak on April 07, 2004, 02:08:39 pm
the fix should be in kazan's newest test build.