Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on November 11, 2005, 08:17:10 pm

Title: IMPORTANT: Upcoming feature needs testing
Post by: WMCoolmon on November 11, 2005, 08:17:10 pm
I've integrated the countermeasure and weapons code so that weapons may act as countermeasures, and vice versa.

Briefly, it involved adding some new features (which work for weapons as well). "$Lifetime Min:" and "$Lifetime Max:" fields before "$Lifetime:", as well as a "$Model:" field after "$FlyByEngineSnd:".

In ships.tbl, I added a "$Countermeasure type:" option just above "$countermeasures", so you can set which countermeasure a ship will use.

As a result of the change, all you need to do to make a weapon a countermeasure (theoretically) is to add the flag "countermeasure" to the $Flags: list in weapons.tbl, or put it in the #Countermeasures section. It should be fully backwards compatible.

What needs to be tested is whether or not countermeasures are still being deployed properly, both in single player and in multiplayer. I've done a little testing and while they seem to be deployed at the same speed, I didn't seem to dodge any missile in the training level. I can't tell if that's because I'm crap at dodging missiles or if it's because something is wrong...missiles may not be homing, or counteremasures may not be deployed at the same speed, I'm not sure.

Here is the exe: http://fs2source.warpcore.org/exes/latest/fs2_open_Ccm.zip

Edit: And no, beams will not shoot from the countermeasure slot :p, although I accidentally set a piranha baby weapon as a countermeasure during testing, and it made a nice boom. :drevil:
Title: Re: IMPORTANT: Upcoming feature needs testing
Post by: Nuke on November 11, 2005, 09:45:55 pm
il give it a try real quick. i wonder if it would be difficult to ad a countermeasture point on a ship so that you can move the launchpoint and dd more of them. perhaps make countermeasures work the same as the rest of the weapons.
Title: Re: IMPORTANT: Upcoming feature needs testing
Post by: StratComm on November 11, 2005, 10:06:22 pm
I'd venture a guess that adding another POF chunk would be unlikely (at best) right now, both because GLOW already causes problems with Modelview and because no one is actively developing a do-it-all replacement for any of our editing tools right now (Kazan's got PCS2, but until he gets the working bits of PCS1 into it and has it saving properly, or for that matter shows that he's working on it again rather than playing everquest2 all the time, I refuse to count it) so unless you can edit raw data to a degree that even I'd be afraid to, adding support to the game for such a chunk wouldn't accomplish anything anyway.  I wouldn't think that coding it would be too difficult (if CMSR exists, use its points, else use 0,0,0) but I seriously doubt that anyone would be able to use it for a long time.
Title: Re: IMPORTANT: Upcoming feature needs testing
Post by: Nuke on November 12, 2005, 02:32:23 am
such a shame. having a pof editor that can properly create, save, and import glowpoint data is wats preventing me grom glopointing my models.

*edit*

seems my whole mod is out of orderprobibly the quick hack test i did of the new ragnarok and valhalla class. i got everything straighened up and the ships implemented properly, but im too tired to test the feature now, il give it a shot in the morning. i got a weapon that could use this feature. its a cluster weapon that launches a bunch of fake bombs that take up turret time for the duration of the bomblets, probibly add countermeasure flag and use em on warheads and other missiles as well.