Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: WeatherOp on November 30, 2004, 07:45:10 pm
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I was wondering, Would anyone like to have flyable cruisers in Freespace, with beams and turrets working and one that don't crash or messup the game?
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*hands WeatherOp a flameproof suit* You're gonna need this.
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uhm.... weatherop, you never quit do you? :p
meh, it would be cool, but theres a reason nobody has done it before.
i dont know what that reason is...
...but there is a reason.
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I'm pretty sure its not possible.
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Its safe to say no one has made a flyable cruiser that you can fire beams and turrets from.. And as you can see no one will because its next to impossible...
I can say this though, pigs will fly before you see this happen. :nod:
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>.<
FS2 has good polycounts, and good modability, and IS A FLYING GAME!
in short, it can be arranged :wink:
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Well maybe make an option where the turrets would turn with the camera? Basically Freespace 2 has a turret view where you have the option to turn the camera in any direction. Sort of like Freelancer when you switch turret mode on and the turrets would move wherever which direction you faced that would be neat if we had something like that in Freespace.
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wed need source changes.
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The first problem with this is that the existing code for subsystem damage only has enough entries for a fighter's subsystems (it's around 10, isn't it), so when people have tried to make flyable cruisers and the like, it crashes the game because when it gets damaged there's too many subsystems for the box.
The second problem is that the FS2 engine isn't designed to have things like "click and turret fires" or "turrets follow camera". If you want that, play freelancer.
In short, not going to happen unless you want to change all the code by yourself. I'd reccomend Nexus: The Jupiter Incident, as it's a good capitol ship flying game, if that's what your thing is.
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*cues WeatherOp's big long post about how he already did it and tested it... almost verbatim from SG*
(Damn GS is slooow tonight)
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One problem with what your sayin, I've aready did it.:) , Don't crash, Handles like a brick tho, Beams fire, allthough you can't control the turrets, they will fire on whatever you lock on. And Grim look at the first couple of posts on Freespace sector under flyable cruiser, It has pics.:lol:
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Try setting a few wings of hostile fighters to disable your ship, see if they fixed the subsystem thing with SCP...
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Originally posted by Anaz
The second problem is that the FS2 engine isn't designed to have things like "click and turret fires" or "turrets follow camera". If you want that, play freelancer.
Yes but Freelancer doesn't have beams silly :p
what about controling the turrets individually? like jumping to one subsystem to the next and manning the guns while you but the AI on autopilot?
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source changes AND sexping ;)
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No, I found out how to do it before I found SCP. Took me a while to find out how to get it not to mess up, but I did it. Once you find the limits the rest is easy.
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Well if it can be done then do it. :) What are you asking us for? :D
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The reason I started this thread is to find out if anybody wanted flyable cruisers, And I am working on a new model for it right now, but I am doing it kinda slow tho.
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w00t! thatll be fun!
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IT certainly would be interesting to see how the AI handled these. Would they fight properly.... would they use the weapons properly
Being able to jump into a Capship and fly around is one thing, but since you can't control the guns properly, what do you actually do?
I have made a fighter with a flak turret out back, and that worked fine. Bit of a waste of time really.... since the AI was too dumb to realise ;) They got on your tail and got blasted every time.
Anyway...what ARE the limits?
What weapons can you load on and fire yourself.
What would the AI do if they were given an identical ship
What is the maximum number of turrets you can have
IS the ship listed as a 'fighter' in the ship table?
If this has been done, mind telling us how? IF it works and works well, then of course people will want it! IF it makes Capships behave in a more dynamic way, then that is a plus too. But if it adds nothing to gameplay, then why bother!
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First of all I do know the AI works pretty good with it, I'll anwser two right here, it can have 7 turrets, no more and it has to be under 200 meters long other wise it would mess up. I am working on a beam weapon to go in front that you would fire as a primary weapon, secondarys will be something like a machine gun, but I have been working on the model lately and hadn't tried it. Other wise it has a problem with fighters and bombers, but not because of the AI, but to balance it out I put weaker weapons on it. The only problem I can find with it is that Cap-ships won't fire their main beams at it, but then it is kinda of a good thing since they would fry you in seconds, I just come up with a escuse like a advanced system or so. And like I siad above the rest of the turrets will only fire on the locked on target.
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I try this "Flyable Deimos" Mod from the HLP Page.. i don't like the flying of this Ships. There are to slow and you don't could many things. The most time you fly straigh or you are only on one Position.
It's for sleeping hours.. and the Missions are boring....
I prefer a Fighter or a Bomber....
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Why not make a big bomber with a lot of turrets and call it a cruiser? :D
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It sounds like this is what he is doing. Using the "Bomber" flag in the table to do this, which is why the enemy ships main guns would not fire on you since they are flagged "Big ship"
If this is the case, then this is nothing at all new. I tried this after FS:Great War released and LOOONG before FS2 was even a twinkle in our eyes. It worked the exact same way. After I had Dark playtest for me, we both decided it was crap and I dumped the project.
Maybe this guy found my old notes on the subject on an archive of Planet Freespace? LOL. Could be.
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No, really I found this myself about a year or so ago. It isn't hard to find out how to fire the weapons, but what was hard was finding out how to not make it crash. And belive me this cruiser is not that slow, it handles like a brick. I have found a way to get cap-ship weapons to fire at it, but it causes a little error, but no other problems. I just don't use it.
Here is a screenshot.
(http://www.fattonys.com/images/upload/Lcruiser01.jpg)
Here is one of the turrets showing up.
(http://www.fattonys.com/images/upload/Lcruiser02.jpg)
I used the Aeolus model, just made a little smaller, But am working on my own model.
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I have made a cruiser pilotable, making it a slow flying fighter. The beam weapon is a primary, while the turrets are AI controlled as with a Medusa or Ursa.
THE BIG PROBLEM: The hud view makes it look like as if you are 600m away from a ship, as it would seem with a fighter, but you are already coliding, making a ship look to be at long range, yet it is close, which is annoying often.
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Change the viewpoint on the model then.
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Yeah, another stupid thing it does, you have to change the view like he said above, But I think the only the you can change is moving the view forward and backward, otherwise it will mess up.
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I thought that the viewpoint set the view sometimes, but also did other bizzare stuff. I thought I remember it having something to do with shields.