Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on April 13, 2004, 03:49:41 am
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Err...can it? I know there's support in the tables for it, and I know I can use it, and I know V went to the trouble of giving the shivans velocity values along all 3 axes, but can they actually use it? I seem to recall hearing that they can't bandied about, and I figure if anyone's going to know, it'll be you fellows who can actually check (and understand) the code.
If they can use it, that'd be rather cool.
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I've read somewhere that Bob implemented AI strafing, but goober said it messed up "stuff" and removed it.
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yeah
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IIRC The Mara class strafed all over the shop?
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Originally posted by Kalfireth
IIRC The Mara class strafed all over the shop?
That's what I thought originally too, hence the topic.
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I thought the Scorpion did this a lot in FS1...
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Whatever Bobboau did with strafing messed up the original game balance. But one could probably design a specially balanced new mod and enable it via a table flag or something.
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What did it exactly mess up? Coz I sure would love having the ships supposed to strafe, well, strafe. A "strafer" tag for the ship tbl would be nice.
Would have been cool for my old Descent campaign.
"sheds a tear"
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It's bizzare, the AI actually is killer with all the strafing implemented. In my experience, they form up teams (ish), and they actually use all the new axises (axesi? what's the plural of axis? :D)
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The Shivan ai strafed all the time if you played on Insane difficulty.
Since most people don't play on that level, they don't notice it much.
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Well, that requires just a simple table change (switching the AI values). Then people could play on normal WITHOUT the uber-stupid wingmen and super-powerful weapons :D
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So uhh...we had strafing, but it was taken out? Or did we have strafing for the AI and took it out? And if so, do we still have strafing? I never heard of this until recently...and uh...I'd LOVE to strafe.
Oh...and the plural of axis is axes :D
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Thanks :D
We have strafing.
Strafing was implemented for some shivan AI ships in vanilla FS2, but they didn't use it until the higher difficulty levels.
Strafing could be done for player ships.
Strafing done for player ships HAD to use the numpad, however.
FSO added a control changer to the strafing controls (I bound mine to WASD).
Cheers ;)
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for strafing on shivan ships, I use my coolie hat :D
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I seem to recall that killing that first Shivan in FS1 was a complete bastard job, whereas doing it in the port didn't seem so hard... I wonder if that's anything to do with it?
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Actually, I went back to FS1 two weeks ago and the first shivan was easy to kill now. I think I just got better ;)
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maybe you'r playing on a lower dificulty level.
you know there were a few bugs in those missions, that one in particular, if you kept the plato alive it would never jump out, and you could never capture that one HOL ship
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Considering that I played at Hard, it's rather unlikely I'm playing on a lower difficulty level (I played FS1 on insane as well, but I never beat it on that).
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(I pulled a miracle and saved the Plato once...)
I also realized how to track the first shivan, use the "J" key. I POUNDED THAT MOTHER****ER WITH 20 MX-50'S!!!!
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I got the Plato to the node nearly all the time, but it never jumped
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It never does jump... Even if you do save it. You need to drop the Plato's health to prompt the launch of the Plato escape. Either way, debriefing still thinks the Plato was fragged.
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someone remind me to add code for spawning escape pods when a ship gets blown up after the code freize.
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*noted and stored, I'll roll it back out when we have 3.6 :)
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Keep in mind... The GTA made escape pods mandatory on all GTA vessels of cruiser size and larger after the GTD Goliath was destroyed by kamikaze PVF Anubis pilots in the battle of Rexias IV
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Originally posted by Bobboau
someone remind me to add code for spawning escape pods when a ship gets blown up after the code freize.
That's one of the suggestions I was holding back for after the code freeze :)
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It could only be implimented on ships with a hangar, as they would have to be already docked to the side before the mission starts.
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Maybe spawn a number of them inside the exploding hull depending on the ship's size class?
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yeah, rather that, coz it makes little sene to me that all the escape pods are in the hangar, I can imagine:
"OMG, the colossus is going down!!!! we have to run to the hangars to take the escape pods! They're like 1.5 kms away, we'd better run fast!!!!"
:p
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Originally posted by LLivingLarge
Keep in mind... The GTA made escape pods mandatory on all GTA vessels of cruiser size and larger after the GTD Goliath was destroyed by kamikaze PVF Anubis pilots in the battle of Rexias IV
Well, the GTVA never made an attempt to note to anyone that there were escape pods on their ships (or maybe they just didn't build 'em; probably erased that rule when they formed the GTVA).
Collosus: Our beams are overheating and the Sathanas is raping us! We have no escape pods!
A little reminiscent of the Titanic, no?
...
...stupid Collosus...
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Hmmm... so strafing is only on higher difficulties... hmmm...
Originally posted by Goober5000
But one could probably design a specially balanced new mod and enable it via a table flag or something.
This is pretty much exactly what I want to do, or at least, strongly suggest Flipside do.[/color]
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Yes, that'd be the best way to go, unfortunately this side of things is still a bit alien to me (ahem) ;)
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That hurt even my fairly robust sense of humour :p
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Which ships were able to strafe at higher difficulty? I'd like to see this.
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Basilisks strafed like hell IIRC.
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Maras did occasionally.
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Most notably as people have picked up;
Mara's, Scorpions and Basilisks strafe.
Also Dragons as well iirc (though it's hard to see because of the speed they turn at).
Saving plato/keeping the HOL Cruiser alive was easy.
Plato - Kill everything (Furies, reloads and Wingmen are your friends).
End up having to damage plato down to get the pod out anyway.
Keeping the HOL Cruiser Alive;
Kill all, then disarm Taranis.
Not, hard.
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Scorpion strafed most :D
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Originally posted by QuantumDelta
Plato - Kill everything (Furies, reloads and Wingmen are your friends).
End up having to damage plato down to get the pod out anyway.
Not on insane :D Insane mode in FS1 rocked, as it *really* was a challenge. Not like that weak skill setting in FS2.
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You need to get on aim mofo :P