Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IPAndrews on June 30, 2004, 09:38:18 am

Title: Feature suggestion: support for >2 primary slots
Post by: IPAndrews on June 30, 2004, 09:38:18 am
Needed for The Babylon Project's Whitestar.
Title: Feature suggestion: support for >2 primary slots
Post by: Taristin on June 30, 2004, 10:40:18 am
Seems we get one of these requests every few days, or so.
Title: Re: Feature suggestion: support for >2 primary slots
Post by: Col. Fishguts on June 30, 2004, 12:14:37 pm
Quote
Originally posted by IPAndrews
Needed for The Babylon Project's Whitestar.


So...someone IS working on the whitestar ? ;)
Title: Feature suggestion: support for >2 primary slots
Post by: Starman01 on June 30, 2004, 12:57:59 pm
Quote
Originally posted by Raa Tor'h
Seems we get one of these requests every few days, or so.


Well, if thats no proof that it is really needed :)

BTW, WC-Saga want's that too.  :D
Title: Feature suggestion: support for >2 primary slots
Post by: Bobboau on June 30, 2004, 07:56:35 pm
I had the WS done years ago, it needs to be recompiled with a new version of PCS though, it was done with a very old version well before the bounding box problems were fixed
Title: Feature suggestion: support for >2 primary slots
Post by: Fury on June 30, 2004, 11:14:08 pm
That puppy was unstable indeed. :)
Title: Feature suggestion: support for >2 primary slots
Post by: Bobboau on July 01, 2004, 01:14:41 am
I beleive the actual problems you were faceing was from the way the tables were set up, something about bombers not likeing fighter bays on them, and not so much the model it'self, though the model had colision problems, caused by the bad bounding box problem.
Title: Feature suggestion: support for >2 primary slots
Post by: IPAndrews on July 01, 2004, 05:20:12 am
Quote
Originally posted by Starman01
Well, if thats no proof that it is really needed :)


My thoughts exactly.
Title: Feature suggestion: support for >2 primary slots
Post by: IceFire on July 01, 2004, 08:37:50 am
Quote
Originally posted by Bobboau
I beleive the actual problems you were faceing was from the way the tables were set up, something about bombers not likeing fighter bays on them, and not so much the model it'self, though the model had colision problems, caused by the bad bounding box problem.

I think it was more than just that...but yeah you are likely right that it was table/model/bomber tag related.  It was a toughie to try and figure out.
Title: Feature suggestion: support for >2 primary slots
Post by: Sigma957 on July 01, 2004, 08:35:46 pm
Dont we need gunship AI aswell, for the whitestar and a couple of other models to bring out their best.
Title: Feature suggestion: support for >2 primary slots
Post by: Bobboau on July 01, 2004, 11:46:54 pm
yes, this is one of ther harder things to implement though,, I'm hopeing Et1 can come in as a full time TBP coder, and can implement stuff like this.
Title: Feature suggestion: support for >2 primary slots
Post by: Sigma957 on July 02, 2004, 05:36:46 am
Yeh, hope it can be figured out as the whitestar specially needs it.
Title: Feature suggestion: support for >2 primary slots
Post by: taylor on July 02, 2004, 06:23:32 am
Out of curiosity, how many primary banks are needed?  This would break pilot files if it goes over 3 and since I'm working on the hopefully-not-ever-breaking-again pilot stuff I'd like to know how much I need to plan ahead for this.
Title: Feature suggestion: support for >2 primary slots
Post by: Starman01 on July 02, 2004, 09:53:40 am
For WC-Saga three primaries would be enough
Title: Feature suggestion: support for >2 primary slots
Post by: Taristin on July 02, 2004, 10:10:42 am
I can't see any more than that being practical...
Title: Feature suggestion: support for >2 primary slots
Post by: WMCoolmon on July 02, 2004, 04:38:08 pm
First we have to agree on how they'll be switched between. Basically there are three camps:

Option 1 (Conservative)
Keep things the way they are, so the guns are cycled through with the same keys, but at most two can be fired at the same time

Option 2 (Liberal)
Use the same keys, but allow for three weapons, firing slower than 2.

Option 3 (Radical)
Each weapon is toggleable by a key. Allow for three weapons, firing slower than 2. The old key system can be used.
Title: Feature suggestion: support for >2 primary slots
Post by: Nuke on July 02, 2004, 09:19:43 pm
how about just adding another fire button to control the third primary.
Title: Feature suggestion: support for >2 primary slots
Post by: Goober5000 on July 03, 2004, 03:18:49 pm
It's coded so that the primaries will cycle through, one at a time, and then link all of them together.  This is the way it's always been done.  You can see it with the AI; they can have three primaries.
Title: Feature suggestion: support for >2 primary slots
Post by: Carl on July 03, 2004, 06:18:44 pm
right, so then if you have 3 primaries you can't link two together, it has to be all three.
Title: Feature suggestion: support for >2 primary slots
Post by: Nuke on July 03, 2004, 07:28:31 pm
how about an advanced grooping option. in normal mode it works the way goober discribed, with four different settings (1 , 2 , 3 , 1+2+3). but if you set the advanced optin it cycles trough the 7 possible configurations (1 , 2 , 3 , 1+2 ,  2+3 , 1+3 , 1+2+3).

using 2 weapons fire rate is cut 50%, when using 3 weapons its cut down to 33%.

users that want a siplified weapon select system would not use the option while people that want to control their weapons a bit more thouroughly would turn it on.
Title: Feature suggestion: support for >2 primary slots
Post by: Trivial Psychic on July 04, 2004, 12:04:29 am
I prefur IceFire's proposed bank-specific toggle system.  Button "1" toggles bank 1, "2" toggles bank 2, "3" toggles bank 3.  Its the most user friendly to players, though I can't speculate on what the difficulty factor to code said proposal would be.
Title: Feature suggestion: support for >2 primary slots
Post by: Nuke on July 04, 2004, 02:24:26 am
i personally think the freespace keyboard is too cluttered as it is, theres not really any room for new keys. but seeing as a million and one fps games all use the same system for weapon select i dont think many people would be bothered by the change.
Title: Feature suggestion: support for >2 primary slots
Post by: IPAndrews on July 05, 2004, 03:36:08 am
Allow the player to toggle between each of the X primaries individually, scrolling the 2 primary display down with the selection. Finally allow linked fire of all primaries. Then back to primary 1 and top of the list.

Most flexibility, most compatibility.
Title: Feature suggestion: support for >2 primary slots
Post by: Bobboau on July 05, 2004, 03:41:38 am
and most imposable to implement, exapt maybe the one were you togle one weapon by one button, these are all nice ideas, but the way everything is set up it looks for "currently_selected_primary_bank" and "primarys_are_linked" it's like this everyware, and we'd need to rewrite everything that has anything to do with weapons to change this. wich is why it's going to be cycle through one weapon at a time then link all three, were going to have a hard enough time with this alone, currently I beleive the biggest problems (both of which I beleve are being worked on) are user interface in the weapons loadout screen and the HUD.
Title: Feature suggestion: support for >2 primary slots
Post by: IPAndrews on July 05, 2004, 04:25:15 am
Quote
Originally posted by Bobboau
it's going to be cycle through one weapon at a time then link all three


That's what I meant actually.
Title: Feature suggestion: support for >2 primary slots
Post by: Janos on July 05, 2004, 07:39:54 am
Quote
Originally posted by Nuke
how about an advanced grooping option. in normal mode it works the way goober discribed, with four different settings (1 , 2 , 3 , 1+2+3). but if you set the advanced optin it cycles trough the 7 possible configurations (1 , 2 , 3 , 1+2 ,  2+3 , 1+3 , 1+2+3).

using 2 weapons fire rate is cut 50%, when using 3 weapons its cut down to 33%.

users that want a siplified weapon select system would not use the option while people that want to control their weapons a bit more thouroughly would turn it on.


I'm with Nuke in this one.
Title: Feature suggestion: support for >2 primary slots
Post by: Trivial Psychic on July 05, 2004, 04:12:09 pm
Quote
Originally posted by Bobboau
and most imposable to implement, exapt maybe the one were you togle one weapon by one button, these are all nice ideas, but the way everything is set up it looks for "currently_selected_primary_bank" and "primarys_are_linked" it's like this everyware, and we'd need to rewrite everything that has anything to do with weapons to change this. wich is why it's going to be cycle through one weapon at a time then link all three, were going to have a hard enough time with this alone, currently I beleive the biggest problems (both of which I beleve are being worked on) are user interface in the weapons loadout screen and the HUD.


Well then, I guess we'll pass these aspirations on to Ferrium rather than SCP.
Title: Feature suggestion: support for >2 primary slots
Post by: Nuke on July 05, 2004, 04:57:44 pm
how hard will the forth secondary be. its kind of a feature id like to use on my maelstrom bomber (a gargantuan bomber  armed with 5 turrets, dual 200mm gatling guns and can carry meson torpedoes, one per bank).