Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scooby_Doo on November 02, 2006, 12:06:41 am
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Could it be possible to do right now or with some minor coding, subsystems (like turrets) that are not shielded?
If it's not done currently maybe something like this in the subsystem code (in either table or pof file)
$Shielding:no
It could used it for phase shielding, dunno if Saga could use it. I know I could :)
Edit: besides using shield bubbles for cap ships.
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Why not simply place the turrets outside the shield mesh?
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Well I'm using "surface shield" flag
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What I'm trying to aim for is WC4/Prophecy style shielding...
Capship shields are too powerful for standard fighter guns to punch through, but at least give them the ability to knock out turrets. Only big capship guns and phased weapons/torps can damage the ships. That can be done with pierce flag. Shield bubbles would work, but they don't stop the fighter from getting through and damaging the ship, plus their a nightmare to work with on really big ships. :ick:
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What about using armor.tbl?
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Great! I hope this does it.
Something like:
#Armor Type
$Name: CapHull
$Damage Type: Fighter
+Calculation: Multiplicative
+Value: 0
$Damage Type: Cap
+Calculation: Multiplicative
+Value: 1
#End
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Thank you Wanderer that did the trick...Now I just need to redo the weapons and capships. ;)
One more thing... is subsystems still locked in as percentages of the total ship hitpoints?
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Subsystems are still locked as percentages but they can be set not to 'transfer' the damage they receive to the main hull. Subsystems can also be assigned with their own armor type, unless that is defined they inherit the armor type of the main hull. One kinda important issue is that if you use armor.tbl you probably need to assign damage type also for the shockwave.
EDIT: Actually what i'm unsure of is the use of shields (even surface shields) and armor.tbl together for the effect you want... But if it works out fine...
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They're locked as percentages but I'm not sure that they have to add up to 100% or less. You may be able to get away with setting a subsystem at, say 200%, another at 94%, etc etc. There was some discussion on it and I'm not sure if that restriction was revoked or not.
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Well as long as the turrets can be seperated from the hulls HPs then alls good then. Give the fighters some work chewing through the turrets and defanging it so that allied cap ships can come in for the kill. :D
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Shouldn't engines be one of the weaker subsystems? Especially when popping missiles up their exhausts! The whole engine can be surrounded with armor, but the exhaust opening can't be armored.
Same with weaponry, there has to be the hole where the beam or projectile comes out. A hit directly on that spot should have a good chance of destroying or disabling that weapon.
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Well it all depends on the shield levels and technology. If they're like wc2 shields then the only way to knock out anything is with a torp. If it's like freespace, anything can take down a ship (an apollo taking on a santhanas, given enough time). If it's like wc prophecy, then you're able to take down the main shield generator and turrets with standard firepower but the rest of the ship is more heavily shielded.
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Ok now I have another question. It doesn't like +carry-no-damage
I'm getting this error:
Error: gilgamesh-shp.tbm(line 66:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [+carry-no-damage].
File:C:\temp\fs2_open_3_6_9.gamma\code\Parse\PARSELO.CPP
Line: 641
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
and heres the table:
#Ship Classes
$Name: Gilgamesh
$Short name: TAjax
$Species: Terran
+Tech Description: XSTR("" , -1)
$end_multi_text
$POF file: gilgamesh.pof
$Detail distance: (0, 500, 1200, 5500)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0,40.0
$Rotation time: 40, 40, 40
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 5000
$Power Output: 100.0
$Max Oclk Speed: 40.0
$Max Weapon Eng: 100.0
$Hitpoints: 50000
$Armor Type: CapHull
$Flags: ( "big damage" "cruiser" "in tech database" "surface shields")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -500
$Closeup_zoom: 0.3
$Score: 800
$Subsystem: turret01a, 20, 1
$Armor Type: Everything
$Default PBanks: ( "Energy Flak" )
$animation: triggered
$type: initial
+relative_angle: 90,0,0
+carry-no-damage
$Subsystem: turret02a, 20, 1
$Armor Type: Everything
$Default PBanks: ( "Energy Flak" )
$animation: triggered
$type: initial
+relative_angle: 90,0,0
+carry-no-damage
$Subsystem: turret03, 15, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
+carry-no-damage
$Subsystem: turret04, 15, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
+carry-no-damage
$Subsystem: turret05, 15, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
+carry-no-damage
$Subsystem: turret06, 5, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
+carry-no-damage
$Subsystem: turret07, 15, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
+carry-no-damage
$Subsystem: turret08, 10, 1
$Armor Type: Everything
$Default PBanks: ( "Medium Turret Particle Cannon" "Medium Turret Particle Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
+carry-no-damage
$Subsystem: turret09, 10, 1
$Armor Type: Everything
$Default PBanks: ( "Medium Turret Particle Cannon" "Medium Turret Particle Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
+carry-no-damage
$Subsystem: turret10, 5, 1
$Armor Type: Everything
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
+carry-no-damage
$Subsystem: engine01, 5,0.0
$Engine Wash: Default300
$Subsystem: engine02, 5,0.0
$Engine Wash: Default300
$Subsystem: Bridge, 5,0.0
#End
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Place it before the animation code
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That worked. I do know it doesn't work right after the $Subsystem.
Now if we could have a min limit. If damage goes above the limit it will be passed to the hull too. Ideal for torpedos.
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I use simple calculations for that (in armor.tbl) like
$Damage Type: Standard
+Calculation: Additive
+Value: -100
+Calculation: Cutoff
+Value: 0
So it adds -100 to the damage and then resets the possible below sero values (healing) back to zero.
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Not sure if that does exactly what I had intended Wanderer. But the problem isn't as bad as i first thought. If I hit a +carry-no-damage turret with torpedos, it not only takes out the turret but does massive damage to the ship.
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Dunno your actual table setup but i would suspect that the torpedoes shockwave caused the damage to the hull.
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Just a special note for anyone using CVS builds and subsystem flags such as +carry-no-damage. Recent non-3.6.9 builds have a change in the way subsystem flags are listed. Now, you have a $flags: line right where you'd place the subsystem flag, followed by a ( "blah" ) part, so its more like conventional flags now.
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I like that method better... dunno why.
One more thing, is it possible to change the name of the turret on the hud? Instead of just flak gun, beam gun and laser turret?
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that's in the subobject properties. $name=OMGSOOPARGUNOFDOOM
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Ok I think I either have a problem with my model or theres a bug in FS.
(http://img.photobucket.com/albums/v356/Shodan_AI/turret-name-problem.jpg)
Message indicates it's targetting tachyon turret while the hud shows Laser Turret
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Yeah.. i have noticed that problem too.. And I would really prefer that the turrets name (or rather property) could be defined in table file instead of model file.
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I think a whole bunch of stuff from the pofs should be set (or at least made possible to override) in the table files. The FOV and mass values particularly come to mind.
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mass values
That's one I'd really like to see adjustable... Different POFs from different makers have wildly varying masses and it's a pain having to go through each and every POF and recompiling the VPs every few minutes during testing... :shaking: