Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: NGTM-1R on December 08, 2004, 09:43:08 pm
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Say I wanted to modify the damage a subsystem on an exsisting ship could withstand. How would I go about doing that?
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its in the tables somewhere... lot of help, arent i? :D
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I think its the first number after the subsystem's name. Just keep in mind that the number is a percentage of the total hull strength. The second number is rotational speed or something, so don't get those two mixed up. ;)
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$Subsystem: turret01, 2, 1.0
the second entry gives the subsystem X percentage of hitpoints of the parent ship. in this case if the ship housing this turret had 10000 hitpoints, the turret has 200 hitpoints
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Ah. Thank you, all.
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Does the latest FRED still do that thing where it complains if a ship's subsystems add up to more than 100%?
My version (pretty sure it's not a debug) crashes horribly if I don't comb the tables beforehand.
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Not certain if if does or not but quite frankly it's a good idea if it does as subsystems adding up to more than 100% can cause crashes in game. Better to crash for one mission designer than 10 players :D
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ey, so you cant have a total number of subsystems that will add up to more than the ships HP count anyway? :nervous: sheesh...
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Originally posted by Deathstorm V2
Does the latest FRED still do that thing where it complains if a ship's subsystems add up to more than 100%?
My version (pretty sure it's not a debug) crashes horribly if I don't comb the tables beforehand.
and it should. subsystems adding up to more than 100% is retarded.
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I dunno. Maybe, if you did the model so the subsystem as a whole was a recognizable piece of debris, I could excuse it...
I've only ever encountered one ship that does that, anyways, Warzone's GTE Vidar.
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wait... when you set the percentages, does it reallocate the hitpoints? or is the percentage just used for the subsystems?
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There is no re-allocation of anything.
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Originally posted by Carl
and it should. subsystems adding up to more than 100% is retarded.
No it doesn't..
This means that you can destroy EVERY turret, every engine and every subsystem on the ship and still not destroy it.. lame.
you should be able to do lot's of damage and criple the ship, but destroying everything on the ship is just redicolous..
It makes sense that big turrets have big armor and that it's impossible to take them all out without actually blasting the ship apart.
Like a WW2 battleship - try taking out just his main turretts, I dare you. they are the parts of the ship wit hthe strongest armor and you could practicly turn the ship into a smoldering ruin, but chances are the turrets would still be standing...
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I'd like you show me a destroyed (not sunk, not capsized, not with a big hole in the side but blown into little tiny pieces) with operational turrets, engines, etc then.
What do you want? A ship where you can blow it up and still have the turrets float around in space still firing?
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If, say, the Bismarck hadn't flipped over when it sank, the main battery turrets would still be in their slots, and still (if you raised the thing), theoritically operable. But it flipped over on the way down, the turrets fell out because they were held in by gravity, and then it flipped rightside up once it had completely filled with water but before it hit the bottom.
Or, for the torn into bits, there's what's left of the Imperial Japanese Navy's Yamato. The turrets fell out of it too, but between a hundred feet of the bow and a hundred feet of the stern, it's bits of scrap scattered everywhere. The main battery turrets, though, are still theoritically operable. They'd need to be raised, have the barrels cleaned, placed in a hull or emplacement that could handle the recoil, given power to traverse and elevate, but they could in theory still work.
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Originally posted by aldo_14
I'd like you show me a destroyed (not sunk, not capsized, not with a big hole in the side but blown into little tiny pieces) with operational turrets, engines, etc then.
What do you want? A ship where you can blow it up and still have the turrets float around in space still firing?
Where do you get that? If you destroy the hull, the whole ship blows (basicly, turrets included).
I was saiyng that being able to destroy EVERY single turret and subsystem on a ship without destroying it, is bogus.
I mean, really! Tell me if it's possible for todays aircraft to take out the guns and systems of a carirer without blasting the carrier apart... Nope..
This makes thing more interesting, since oyu cannot take out everything, you'll have to choose...
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Originally posted by TrashMan
Where do you get that? If you destroy the hull, the whole ship blows (basicly, turrets included).
I was saiyng that being able to destroy EVERY single turret and subsystem on a ship without destroying it, is bogus.
I mean, really! Tell me if it's possible for todays aircraft to take out the guns and systems of a carirer without blasting the carrier apart... Nope..
This makes thing more interesting, since oyu cannot take out everything, you'll have to choose...
...but you could do that on a WWII cruiser, monitor or battleship.
Ships in Freespace are heavly armored.
Today it would be useless since airpower dominates the sea.
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Originally posted by TrashMan
I mean, really! Tell me if it's possible for todays aircraft to take out the guns and systems of a carirer without blasting the carrier apart... Nope..
How often in real life do you see the todays military capturing enemy air craft carriers by disabling them and then boarding them?
For f**ks sake Trashman stop treating FS2 as if it is some kind of WWII simulator in space. It really isn't and attempts to treat it as one only make you look foolish.
Subsytems with more that 100% of the hull damage are retarded be design. If you have such a problem with being able to destroy all the weapons on a ship just script the damn thing to blow up once the main turrets are gone and let the rest of continue with a sensible ship design method.
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I belive I have ships whose subsystems & turrets add up to more than 100%...Didn't chrash on me....
and no, I'm not treating FS2 as a WW2 simulator. The example sux, I agree, but the point is there.
And you didn't understand. I'm not advocating things like turrets having 110% Hp.
I'm advocating for big turrets to have approx 10-20%, and all the big turrets + all the subsystems > hull. you can still take out MOST of the stuff, but not ALL..
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Originally posted by TrashMan
I belive I have ships whose subsystems & turrets add up to more than 100%...Didn't chrash on me....
Did I ever say that it crashes every time you use it? Sadly this is one of those things where somethng in the code somewhere may cause crashes at certain times. You got lucky. Whoever plays your campaign may not.
Originally posted by TrashMan
And you didn't understand. I'm not advocating things like turrets having 110% Hp.
I'm advocating for big turrets to have approx 10-20%, and all the big turrets + all the subsystems > hull. you can still take out MOST of the stuff, but not ALL..
Then script it. With Goobers new conditionals you could do it in one event
Still think the idea is retarded though. You basically rule out disable and capture missions from the game unless you're willing to force the player to carry specialied weapons for the task.