Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lynx on December 04, 2004, 08:14:22 am
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I've a few questions -
Do decoys attract any missile? E.g. if someone fires a missile at the player and the player drops a decoy, there are chances that that missile's target lock might get thrown off by that decoy. However, is it possible that the same missile is affected by a decoy launched by anyone else?
And can missiles with the "bomb" flag be also affected by decoys?
Chances are good that it wouldn't work but I have something in mind:
In our mod Wing Commander Saga important battleships are always escorted by a battlegroup of a few cruisers, destroyers, frigates and Electronic Warfare corvettes. Right now, those EW corvettes are only a plot device and gameplaywise serve only as distraction from the core ships of the battlegroup and shoot down incoming enemies.
Would it be possible to create some kind of "chaff missile" that explodes after a certain distance traveled and spawns a cloud of decoy objects as soon as missile/torpedo is launched at that ship or a friendly ship in the vicinity? Or could something like that scripted?
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you'd need source changes
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part of that can be done with flack, but the decoy bit I have no idea were to start.
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Throw this one in the pile of "Things to be implimented as part of Tertiary systems once Tertiaries are implimented, if ever".
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Acutally I was wondering along those lines myself... I mean how effective IS chaff in game. I hardly ever rely on it.
Without code changes WHAT exactly can we do with a chaff flag or slot? Can wemake cutomized versions (or racial ones maybe) like they have in Freelancer? has anyone ever tried?
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i have a weapon that fires little decoy bombs. they are used to occupy a capship's turrets for short periods of time. its just a remote detonating weapon that releases a few small spherical mines. they are slow, have no explosive output but have all the flags of a helios bomb and oddly they apear to work.
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From what I understand from Nukes post, decoy missiles are already possible, right. It's just that the AI wouldn't react the way I described in my other post right? Could it perhaps be scripted?
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they only work against capship turrets, they have no effect on locked missiles, though it would be cool if it did. you could screw up a whole swarm of bombs with one of theese babys :D
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Ingame decoys are fairly effective: two or three will get a double-fired volley of Tornados off your back, most of the time. If not, they'll at least make it survivable.
I'd need to get the AI to shoot bombs at me to see if they work against bombs.