Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Woolie Wool on July 06, 2004, 03:15:04 pm
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How about an aiming system where your guns will automatically aim towards the enemy independent of your ship's movement if the enemy is within a field of view specified in the firing ship's table (for balance purposes, the FOV should never be more than about 25 degrees). This would be a great feature for ships with oddly placed weapons or for the Star Wars mod (in the movies, both X-Wings and TIE fighters have been seen to fire off-center).
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ah blindfire, this has been asked for a million times.
im for it but yr gonna get flamed by the conservatives.
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[Pitr voice] Auto-aiming....she is for the weak.[/Pitr voice]
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It'd be handy for **** like X-Wings or Aldo's old Claymore with the guns on the wing tips - you couldn't hit a fighter with more than one gun at a time. What's need is a way to make the cannons zero in and converge like WWII fighters :nod:
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http://www.hard-light.net/forums/index.php/topic,24554.0.html
its been discussed before, i just want something customiable
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I had an idea about a not so perfect hitting auto-targeting system.
The guns could have a field of fire that's displayed on the HUD as circles - you need to get the enemy into these.
When it happens the shot will be fired into that cone - the circles zoom onto the target and the conce gets smaller and smaller. This simulates as the computer tries to lock onto the enemy.
The initial fields of fire would always be obeyed, so you'll have to keep the target inside them, but this would allow some sort of help for fighters with very wide gun setup or against very fast targets (above FS standards).
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i kinda like the starlancer blindfire system. a crosshair chases the lead indicator when they line them up a hit is likely. you should be able to customize how fast the guns trak on both the x and y axes seporately, that way you could make either full tracking on both axes or convergance tracking only. in addition you might want an convergance only option so that guns will only track inward tward the the ships centerline for fire convergance. convergance would probibly use a different gauge style because convergance will aim all the guns so they cross the same point and would only need to indicate z instead of x and y.
it would be usefull for low velocity projectiles or otherwise inaccurate weapons. i wouldnt use it on a maxim or kayser because it would make them too deadly.
i do have a question for the coders. how hard is the hud code to work with? id like to be able to add some custom gauges that may be optionally used by the hud_gauges.tbl (such as a couple more lead indicator styles, and ammo bars that could be used in place of the energy bar so on and so fourth).
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That depends on what exactly you want to do. Do you want to have the gauges function exactly as they do now, just with different images? If that's the case you can just hunt down the appropriate pics from the data/hud folder of the sparkey VP.
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That'd be cool, but not if every ship has it.
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well i want to do stuff that image changes alone wont cut. like implement a new style of lead indicator similar to the k-14 radar gunsight on early jet aircraft. another thing id like to do is have an optional ammo gauge for use on certain ships. other micalanious things like that that graphics wont do.
back on topic how. about a noblindfire flag for ships. if a blindfire weapon is placed on a ship with a no blind fire tag, the blindfire charactoristics of the weapon are ommited and the weapon works as a normal straight firing gun.
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Instead blindfire weapons, we should have turret slots with different tracking abilities.
Any weapon can be placed in such a slot. The downside is that some weapons have a too slow ROF to properly work in such a slot, deciding which is which is up to the player.
Slots have a maximum and minimum rotation speed on both axes, as well as a force setting for both axes.
Guns have a mass value.
The speed with which the gun can track is:
if (force/mass-minspeed) > 0 then:
-if (force/mass-maxspeed) > 0 then speed is maxspeed
-else speed is force/mass
else speed is 0
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hehehe thats funny :D
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meh, alien VS predator smartgun :p