Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Taristin on May 28, 2004, 10:18:55 pm
-
What the topic says... could it be possible for FS2 to keep track of certain weapons?
I'd like to see, if you destroy a Seraphim, a major shockwave from the bombs onboard, but if it's banks are depleted, a not-so-big blast.
Or an EMP blast if carring the EMP advanced. Or clusters, from a Pihrana, or an Infyrno...
Can it be done?
-
Educated guess: Yes, FS2 does keep track of weapons. Yes, it is possible.
There's probably not enough interest.
-
We'll have to see. It'd make bombing runs alot more fun. :D
*imagines being in a Bakha, heading towards an Orion, when that turret finally breaks through my shields, and kills me. The resulting shockwave tosses and damages the bombers and fighters around me*
-
Slight problem: A capship has infinite ammo...
oh no... KA-BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM :p :D
-
Originally posted by WMCoolmon
There's probably not enough interest.
I'm interested in this but not for the reason stated.
A while back I asked for a way to tie presistant variables into the loadout code so that you could have a limited number of fighters on board a ship (and the number would go down every time you lost a wingman).
With code to keep track of weapons remaining you could also keep track of the weapons onboard the ship.
-
Originally posted by Lightspeed
Slight problem: A capship has infinite ammo...
oh no... KA-BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM :p :D
it wouldn't be too difficult to treat capships a little different, it happens already anyway...and besides, capships NEED to have a big blastwave...there's more on board a capship than just weapons that can explode...I for one am for the idea, but am afraid it won't be much noticeable in the heat of the battle...
-
Originally posted by Lightspeed
Slight problem: A capship has infinite ammo...
...
Such as the Ai-controlled wingmen and bandits. :)
I think a feature like this could be annoying. Just imagine you destroy a bomber(which was fully armed with Helios bombs), and you die because of the explosion range.
Shouldn't a bomb(or any missile) be activated before launch?
I don't encourage the SCP guys to try it.
-
Make it optional like evrything else. That way people like TopAce don't have to have it.
-
Oooo... I'm interested
-
Originally posted by jdjtcagle
Oooo... I'm interested
In the ships blowing up or the loadout idea of mine?
-
The ships blowing up, and your idea could save ALOT of trouble on freders :nod:
-
it should be a weapon flag, as most weapons wont explode unless armed, but anything using antimatter...
yeah.
-
thiw would probly be easy, but I'm not in the mood to do it right now
-
Originally posted by TopAce
Such as the Ai-controlled wingmen and bandits. :)
I think a feature like this could be annoying. Just imagine you destroy a bomber(which was fully armed with Helios bombs), and you die because of the explosion range.
Shouldn't a bomb(or any missile) be activated before launch?
I don't encourage the SCP guys to try it.
You're wrong, AI wingmen don't have infinite ammo
-
Sid's correct.
The infinite ammo thing is capships only.
-
Then how come a Shivan Shaitan bomber which can only carry 2 Unknown bombs, can make 2 passes, firing 2 bombs each time. Its not like Shivans have support ships, and enemy ai's don't even call in a support ship.
-
I think hostiles might have infinite secondary ammo, because hostiles can't call in support AFAIK.
-
A feature like this will be mostly annoying, being killed because i fired upon a fully armed enemy bomber at close range will piss me off...
and anyway that is mostly nonsense, cause non-armed bombs usually DONT blow up if you fire upon them... this is even more true if we are talking about non-chemical explosives, live fission-fusion bombs. just try to start a nuclear reaction on a nuclear warhead just by firing on it if you can....
Not sure about anti-matter weapons, but someone already pointed at how such a weapon wont blow up if fired upon.
-
Originally posted by Black Wolf
I think hostiles might have infinite secondary ammo, because hostiles can't call in support AFAIK.
They have limited ammo. That's also the reason your wingmen call for a support ship every 20 seconds.
-
Generally, your wingmen aren't hostile.
-
capships have inf ammo? strange, I distinctly remember the lower missle turret on the fenris\leviathian class running out before I could destory it in sevral missions.
or did I just find another bug?
-
Originally posted by Lightspeed
Sid's correct.
The infinite ammo thing is capships only.
Capships have HUGE generators. :)
Firing a simple Terran Turret for a corvette is like firing Subach HL-7s for fighters. I noticed that transports do not fire turrets as often as capships do. I mean normal turrets, not beams or flaks. I don't know if this has conjuction with generators, I only noted it.
-
I wonder why they not simply use Subach's on caps as AAA.
-
Morning Stars would be more practical, if you want to have fighter lasers on capships.
-
actually, a scaled up Morning Star as a capship turret would work very nicely...with 2x the mass, 1/3 the refire rate. Bombers' worst nightmare. I seem to remember a mission in Inferno R1 where an Arcas installation appeared to be armed with lots of Morning Star style weapons -- my bomber got tossed around like a rag doll and it took full afterburners at maximum engine output to push against those multiple guns impacting my ship...GOD that was damned annoying. But it was a fun twist.
-
A cruiser packing only cluster munitions and morning stars would be a nightmare to try to take down with anything other than trebuchets and the maxim gun.
Even a glancing hit would knock you about enough to break your lock.
-
Very true. Hell, if I were running a merc organization in the FreeSpace 2 universe I'd customize Fenris cruisers with modified Morning Star guns and have two of them escort the command corvette. the fenrises would knock the bombers out of position and the command corvette would flak them to their doom ;) Either that, or if i were some richie rich guy, id cruise around in luxury in a Leviathan equipped with Morning Stars paired with AAA Beam cannons....bwahahahahahhahha!
yep, the morning star is uber 1337.
-
If this gets implemented, ever, I think some variation should be included - explosions following the same main pattern, but slightly random every time. Not all blow up at once, not all explode at all and so on..
-
-
Originally posted by Gregster2k
Very true. Hell, if I were running a merc organization in the FreeSpace 2 universe I'd customize Fenris cruisers with modified Morning Star guns and have two of them escort the command corvette. the fenrises would knock the bombers out of position and the command corvette would flak them to their doom ;) Either that, or if i were some richie rich guy, id cruise around in luxury in a Leviathan equipped with Morning Stars paired with AAA Beam cannons....bwahahahahahhahha!
yep, the morning star is uber 1337.
FRED it and play as an 'enemy'.
-- PRIMARY GOALS --
- Approach on hostile command cruiser
--- SECONDARY GOALS --
- Try to destroy it
--- BONUS GOAL --
- Do not use Trebuchets or Maxims.
:D
A reason why [V] did not arm anything else than hostile fighters with Morning Suns *BACKSPACE! BACKSPACE! BACKSPACE!* ... Stars!