Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: gevatter Lars on June 19, 2004, 06:57:24 am
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Is it possible to add a third primary weapon to fighters or can someone code it...we need that for WC Saga.
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The Seraphim has 3 primaries. Allowing the PLAYER to own 3 primaries is the question.
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not to mention that it will require changes to the hud interface
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Isn't it possible to customate the fighters HUD...thought you (Tolwyn) wanted to change things here and there anyway.
About the weapons..can someone find out if its possible and if not do the changes to the sourcecode?
I mean can't be that difficult if ships allready have 3 banks.
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Most of the code has been modified to allow this. The main problem is the HUD... there's no space for a third primary.
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Calling an Artist?
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HUDs are for the weak...I aim about my thumb and when I see 3 beams shooting at the target thats all I need ^_^
What lines do I have to add to the TBL to add the third bank?
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$Default PBanks: ( "Subach HL-7" "Subach HL-7" "Subach HL-7")
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How're you going to cycle through em'd be the biggest Issue I can see,
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Fire them separately or fire all three linked. :nervous:
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Hmm...maybe it's time to put Custom Weapon Groups in our wishlist - Mechwarrior style.
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the last time I tried this, it crashed FS2
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Take chances, make mistakes?
I suppose this looks like something I should look into...
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simple, have the weapon names in a scrolling list. its like a dropdown list in windows, you can only see a few at a time out of the whole list. when you hit > it moves the arrow to the next weapon, normilly the next press would ling the weapons but instead it would scroll up the weapon names, revealing the third gun, the next press will link the first and second guns, showing only those 2 in the list, the next would link guns 2 and 3 showing their names, then 1 and 3, showing the names of weapons 1 and 3. full linked mode would only show 2 weapon names but you could replace the > indicator with a x, showing that all weapons are linked, even though they are not shown. you dont have to change graphics, just text formatting in the code.
full linked would diminish fire rates to 1/3, dual linked would stay at 1/2.
then we go to the issue of the loadout interface, not sure how much trouble that would cause. id also like to get to use the 4th missile bank on my heavyer bombers, that could be accomplished the same way, scroll up the names to reveal bank 4, then back when you use bank one.
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Well since WC dosn't have a loadoutscreen..or lets just say Primarys are fix only secondarys can be changed the loadoutscreen isn't that big problem.
About the way the guns are siceld...IRC in WC you only have single or full weapons...no linking weapon 1+2 ro 1+3...so we just would need a single rolling type and a "full weapon" selection.
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Actually, that would probably work better anyway. Sometimes you need the ability to rapidly change your fireing pattern in the middle of a mission. Messing with a system that complicated is an annoyance, not a 'feature'.
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Maybe replace the text box with icons and highlight whichever ones are active at the time? Might be a bit too much work though :(
Edit : What the resolution of that text box?
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MHO on a system is that weapons should be toggleable (on or off) via, say, the number keys. 1 toggles the first weapon on/off and such.
Leave in the old system, Maybe modified to not be limited and go through 1, 1/2, 2, 2/3, 3, 3/4, 4...(6/1?)
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my idea has 8 levels of toggle, a skilled player could get to any weapons config with a max of four hits of the appropriate weapon select key.
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I think we can, aside from the HUD issue, do this very easily in terms of usability.
Toggle gun 1, toggle gun 2, toggle gun 3, toggle all guns and then back to toggle gun 1.
We don't really need to see combinations of each bank together. I think maybe the drop down or scroll window idea is best. So if you have a standard 2 gun ship then you have gun 1 and gun 2 showing and then toggled both and if you have gun 3 toggled than gun 1 is invisible but if you toggle all three than the last configuration is visible but arrows are present for all so its obviously full guns.
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I like your option the best Ice. However, there may be certain campaign developers that want restrictions for certain fighters, in that they can only fire 2 banks at a time. I'd advise a ships table flag for ships where this would be possible, that says what restrictions are present. "Single Fire" would mean that the ship could only fire one bank at a time. This might be useful for primitive scenarios... TVWP for example. "Twin Fire" means that only 2 banks can be linked to fire at once, and "Triple Fire" allows the player to link all 3 banks if he/she so desires, but it would realy eat in to your energy reserves.
Later!
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I like icefires idea..sounds best to me...simple and effectiv.
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If the coders can do it, go ahead.
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while your at it would it be possible to do the 4th secondary as well. just to kill two birds and call it done.
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They could already aim for a more complex system that would enable infinitly (well, almost) many weapons.
I think a Mechwarrior-esque system could handle it very well - especially if some mod decides to use Gunboats or just use plainly a lot of guns.
We could use the numbers 0...9 for selecting weapon groups.
Shift - number would assign a weapon to that weapon group.
4 more buttons/combos should be reserved for - selecting next/previous weapon and next/previous weapon group.
Beside weapon groups firing modes could be implemented too:
This would require a recharge rate set for weapons - the difference would be that instead a set ROF, each bank would have a ROF set on their own.
-Group fire - all the weapons in the group fire at once - the current linked fire
-Chain fire - the first weapon in the group fires, than the next, than the following one and so on it wraps around the group.
It can be a lot faster than group fire, since the faster gun doesn't have to wait for the slower ones while they recharge.
However this means only 1 bank fires at once, and it consumes a lot more energy.
-Mass fire - all the weapons fire in the group indepently as fast as they can.
The firing mode with the greatest ROF.
The most energy consuming too.
The last may be reserved for MODs that allow it, since there should be some drawback to change the canon firing (chain fire doens't break it, you coul already do that by continously switching banks).
Maybe heat management, or additional power drain would make it balanced enough for gamplay.