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Community Projects => The FreeSpace Upgrade Project => Topic started by: Ravage on January 15, 2007, 03:56:37 pm

Title: Primary Weapon travel
Post by: Ravage on January 15, 2007, 03:56:37 pm
I'm not sure if this is possible, but I wondered if there was a way, or could be a way to make slight inaccuracies in the primary weapons.

I always mod the weapons.tbl to increase the rate of fire of primaries, they're just too slow in my opinion, to at least double the normal.

For some of the faster weapons like the Subach or the Mekhu, it allows for a "stream of fire" but I thought it might be interesting to have some travel to the shots, like a machine gun might travel from recoil vibrations, etc.  This would make for a real spraying cone of fire like you see on old WWII gun cameras.

It's just a thought.
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 15, 2007, 05:24:02 pm
So you want to totally change the balance of the primaries?  Hooray!  This is 'mod' material, not 'upgrade' material.

Most people increase the speed or damage of capguns too: it actually makes them useful.  But it's completely changing the game, and makes many missions much easier or harder.
Title: Re: Primary Weapon travel
Post by: Ravage on January 15, 2007, 05:48:57 pm
I realize implementing something like this would be mod material, but as far as I know, there is nothing in the code that allows for this in the first place...sorry if it's in the wrong place, mods feel free to move it...
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 15, 2007, 06:08:04 pm
I think there *is* an inaccuracy function in the tables: the Maxim uses it.  No bally idea how it works though.
Title: Re: Primary Weapon travel
Post by: Ravage on January 15, 2007, 09:14:28 pm
Ah, you're right!  THere is a "shudder" and "stream" flag on the Maxim...but it just seems to make the screen shake, not actually cause any deviation in the shots.  It's ok though, thank you for mpointing me in the right direction!

Looks like it would take a special weapons table flag...and I have no idea how to make one.
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 15, 2007, 10:04:51 pm
Oh, it only shakes the screen?  Maybe it never got implemented, but there was talk of making the Maxim a bit chaotic.  Hopefully someone who knows will be along.  :)

What about the AAAf beam inaccuracy?
Title: Re: Primary Weapon travel
Post by: Trivial Psychic on January 16, 2007, 01:00:29 am
The use of $fof will allow you to set a fire-cone for the weapon, though it may also require the use of $shots.  Check the Wiki for these.
Title: Re: Primary Weapon travel
Post by: Bobboau on January 16, 2007, 11:24:46 am
shots and fof are not needed for each other
Title: Re: Primary Weapon travel
Post by: redsniper on January 16, 2007, 11:35:04 am
I believe $shots fires several shots at once, like a shotgun.
Title: Re: Primary Weapon travel
Post by: Herra Tohtori on January 16, 2007, 11:39:31 am
Yeah, I always wondered. Because if you jump into external camera (with HUD in FS_Open), the screen stops shuddering and Maxim becomes a sniper rifle with fire rate of a machine cannon.

It was very useful in Derelict campaign... remember the one mission where you must save a Deimos and destroy energy mines that are disguised as cargo? My standard tactic is to stop at 2-3 clicks from the corvette, change to external view, pound the cargo one by one, destroying every mine in sight while ordering the wingmen to attack the enemy fighters.

Certain amount of dispersion might be good in strong projectile weapons. I would make the cockpit hud shudder somewhat less and add a small dispersion factor to every projectile weapon - like Morning Star, Avenger and Maxim, and of course the BtRL Rattlesnake et al.
Title: Re: Primary Weapon travel
Post by: CP5670 on January 16, 2007, 12:06:44 pm
Oh, it only shakes the screen?  Maybe it never got implemented, but there was talk of making the Maxim a bit chaotic.  Hopefully someone who knows will be along.  :)

I did this for my campaign (it's easy to do with the FOF flag), but it certainly shouldn't be added into the game by default.
Title: Re: Primary Weapon travel
Post by: Ravage on January 16, 2007, 12:33:23 pm
Thank you for all the input guys.  As Trivial Psychic mentioned, it looks like $fof is the flag I want to use.  As usual, someone has already thought of something before I ever imagined it!

One question though, how exactly does the syntax for the $fof flag work?  Is it like -fov?  If I want a 2 degree deviation, would I flag the weapon $fof .02 ?
Title: Re: Primary Weapon travel
Post by: Herra Tohtori on January 16, 2007, 12:41:27 pm
Hard Light Wiki: Weapons.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24FOF:[/url)

 :)
Title: Re: Primary Weapon travel
Post by: Ravage on January 17, 2007, 02:58:40 pm
When I tried adding the $fof line to the weapons table, it caused an error...is there some special way of inserting this into the standard weapons table?
Title: Re: Primary Weapon travel
Post by: Wanderer on January 17, 2007, 04:14:03 pm
If you want to place the entry to the main weapons.tbl then you have to make sure the entry is at correct position (parsing order is the same as the order of the entries in wiki). Alternatively you can use modular tables (something-wep.tbm) for that...
Title: Re: Primary Weapon travel
Post by: spartan_0214 on January 17, 2007, 04:18:43 pm
Yea, I like this idea. Sorry, but one of the reasons I like to play Freelancer more than Freespace (I admit it, sorry guys) is because Freespace is too clean. Freelancer, you get muzzle flash (which is a little wierd, and a little tiring on the eyes, but hey, I'll trade realism for that), the heavier weapons ACTUALLY make you run out of energy, and the energy ACTUALLY recovers like a powerplant should. In Freespace, you get little muzzle flash, the weapons either take 0 energy or take %10 energy every shot and recovers too quickly, the secondary weapons trail behind the enemy fighter, not go charging on an intercept course.... etc.

Granted, Freelancer doesn't have the fire cone, it's nice to have one. In Halo 1, you can't aim at a jackal's head with the .50 cal and expect it to hit. The .50 cal has a large cone that makes it real enough to be believeable, but not overdone enough to make the weapon useless. The Assault Rifle also has a cone to reduce the beastly-ness.  Oh yea, and they both shake the screen, just like it would in RW.
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 17, 2007, 04:58:26 pm
'Recovers like a powerplant should'?  Hilarious.  Also, conefire is a crime against humanity, and should only ever, EVER be used when it absolutely must.  The fact that you honestly think the AR in Halo1 is a *GOOD* example of confire just ****ing scares me: the gun is famously useless, and they've 'fixed' it for Halo3.  Yeah, awesome stuff.

That said, Freelancer might look like ass but it has a much more consistent, polished look.  But hey, if you've never run out of energy, you've never used a Maxim!  :D
Title: Re: Primary Weapon travel
Post by: wolf on January 17, 2007, 05:30:04 pm
the heavier weapons ACTUALLY make you run out of energy
Try double Kaysers on Erinyes.

Quote
recovers too quickly
Play on higher difficulty level.

Quote
the secondary weapons trail behind the enemy fighter, not go charging on an intercept course....
Harpoons work for me.
Title: Re: Primary Weapon travel
Post by: spartan_0214 on January 17, 2007, 06:18:16 pm
Quote from: Pnakotus
But hey, if you've never run out of energy, you've never used a Maxim!  Big grin

I have run out of energy, but then the recover rate is WAY too slow. I'm sitting there trailing a hostile wing, watching the pretty lights go off on the ship, waiting for my energy to restore to where I can get off a three-shot burst. Freelancer, you can still shoot your lasers when the energy is at minimum, but wait .5 seconds, and your able to open fire once again.  And the weapons are more realistic, you fire weapons, all of them drain the power plant, but the plant recovers quickly enough, sos you're not sitting there all but begging the Shivans to kill you, you're blasting the crap out of their paper planes.
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 17, 2007, 06:56:47 pm
Oh, so you prefer it where it's easier - a system where you have a shallow battery that fills up really fast, so it never really interferes with play at all?  Like... the FEAR flashlight, running off a magic battery that lasts for a minute but charges back up in five seconds?

This is why people consider Freelancer to be a nobrainer game, by the way.

In any case, nobody is going to change it because that's just how Freespace is.  But having to manage your power ahead of time is quite fine in my opinion: once your battery is gone, you are indeed ****ed, so hey maybe you should put some thought into your loadouts and power settings!  I did put the power use per second in the loadout text for a reason, you know.  :D
Title: Re: Primary Weapon travel
Post by: Mars on January 17, 2007, 07:37:46 pm
This is why the Subach is my favorite gun.
Title: Re: Primary Weapon travel
Post by: Pnakotus on January 17, 2007, 07:55:13 pm
When you factor in power usage, some 'weaker' guns are actually quite attractive as you never have to worry about power.  I'm a Prom/Avenger man myself, and I usually set my guns to 25% and get a small boost to speed and shields.  I never, ever run out of power with such low-power weapons, and I can hose all over anything.  Maxims and Kaisers are too thirsty for my 'dakka dakka' playstyle. :)
Title: Re: Primary Weapon travel
Post by: Kaine on January 18, 2007, 07:16:39 am
amen man. gotta love the classic Herc loaded with Subachs, rips up fighters beautifully. If you have problems running out of power, learn to manage it better. if you think you should be running out of power more often, juice up your shields. its a balancing act, man, its half the fun of dogfights is balancing out your available energy to where its needed most. on harder difficulties it is half the battle.

but back to the point.... i think having a cone fire mode available would be a good thing, even if only for future AI work the accuracy cone of their weapons could be modified to simulate bad aim. What if someone wants to do an arcade space shooter style mod?

but yeah, leave it out of FS2 defaults.
Title: Re: Primary Weapon travel
Post by: Ravage on January 18, 2007, 08:01:23 am
It works beautifully!

I added the $FOF: entry into the weapons table and finally got it right...I think I was forgetting the colon, so stupid!

Anyway, with an $FOF: 5 it's just crazy insane, and kind of funny to watch!  I've ended up using a value of 0.20, which seems to keep all the shots within the targeting reticle on the HUD, but not make them all perfectly in line.  I think it looks a hell of a lot better.

Oh, and Spartan, it's really easy to accomplish the things you want by editing the weapons.tbl.  I personally found the rate of fire of the primaries to be ridiculously slow at the standard retail settings.  Simply halve the $fire wait: value (essentially doubling the fire rate) and it looks a lot better.  I also increase the weapon's  $Energy Consumed: value by about 50%.  This increased rate of fire and power consumption doesn't affect weapons like the Subach as much as one might expect, though sustained fire on an Erinyes will drain the banks.

It's all up to personal preference I suppose.  And I don't think modifying the weapons.tbl necessarily make the game any "easier", as the changes you make are also given to the AI(unless you don't modify the shivan weapons).  I can't tell you how many times a great mission has come to an abrupt end from a sudden hosing of subach/prometheus fire!  But, that's how I like it.  ;)
Title: Re: Primary Weapon travel
Post by: spartan_0214 on January 18, 2007, 02:49:22 pm
I do prefer the heavier, long-range tactical, weapons. But many of the GTVA's ships can't handle them well. Perhaps I should fly some of the heavier fighters. I usually use the light fighter class or the Space Superiority. I'll try some heavier ones. But still, tactical weapons methinks are the best way to go becuase of how far away you can repel hostiles (think the range is 1750m) a lot quicker. I really don't like to mess with the weapons tables too much because it takes away the elements :v: wanted. Ravage, can you post the $FOF code line please?
Title: Re: Primary Weapon travel
Post by: S-99 on January 18, 2007, 06:01:27 pm
Don't make the maxim inaccurate. That's the idea for the range it has. To snipe cruisers and ****. After that it's does **** for fighters unless you got  the circe or something. If you want to give a cone of fire. I'd do so to the point of where the maxim can still spray an aeolus or something from 3k away. You won't be hitting that subsystem or turret dead on, but you will still be spraying an aeolus all over it's hull with maxim bullets a good deal with some missing the target completely (after all 3k is the maximum range for the maxim, if you got closer spraying the target would be better). Anyway, that's just an idea, or else the 3k range on the maxim will become useless :snipe:
Title: Re: Primary Weapon travel
Post by: aRaven on January 18, 2007, 06:11:06 pm
It works beautifully!

I added the $FOF: entry into the weapons table and finally got it right...I think I was forgetting the colon, so stupid!

Anyway, with an $FOF: 5 it's just crazy insane, and kind of funny to watch!  I've ended up using a value of 0.20, which seems to keep all the shots within the targeting reticle on the HUD, but not make them all perfectly in line.  I think it looks a hell of a lot better.

Oh, and Spartan, it's really easy to accomplish the things you want by editing the weapons.tbl.  I personally found the rate of fire of the primaries to be ridiculously slow at the standard retail settings.  Simply halve the $fire wait: value (essentially doubling the fire rate) and it looks a lot better.  I also increase the weapon's  $Energy Consumed: value by about 50%.  This increased rate of fire and power consumption doesn't affect weapons like the Subach as much as one might expect, though sustained fire on an Erinyes will drain the banks.

It's all up to personal preference I suppose.  And I don't think modifying the weapons.tbl necessarily make the game any "easier", as the changes you make are also given to the AI(unless you don't modify the shivan weapons).  I can't tell you how many times a great mission has come to an abrupt end from a sudden hosing of subach/prometheus fire!  But, that's how I like it.  ;)

sounds good!

Can't wait to try it myself!
Title: Re: Primary Weapon travel
Post by: Ravage on January 23, 2007, 11:17:41 am
Simply add "$FOF:   0.20" after the last entry for each weapon that you want to affect in the weapon table, without the quotes of course.

It should look something like this:


#Primary Weapons
  $Name:                            @Subach HL-7
     +Title:                           XSTR("GTW Subach HL-7", 3243)
     +Description:
  XSTR( "Standard Issue
  Level 3 Hull Damage
  Level 2 Shield Damage", 3244)
  $end_multi_text
     +Tech Title:                      XSTR("Subach HL-7", 146)
     +Tech Anim:                       Tech_Subach_HL-7
     +Tech Description:
  XSTR(
  "Descriptive text...", -1)
  $end_multi_text
  $Model File:                      none
     @Laser Bitmap:                    newglo9
     @Laser Glow:                      2_laserglow03
     @Laser Color:                     250, 0, 0
     @Laser Color2:                    0, 0, 250
     @Laser Length:                    10.0
     @Laser Head Radius:               0.90
     @Laser Tail Radius:               0.90
  $Mass:                            0.2
  $Velocity:                        450.0
  $Fire Wait:                       0.2
  $Damage:                          15
  $Armor Factor:                    0.9
  $Shield Factor:                   0.7
  $Subsystem Factor:                0.3
  $Lifetime:                        2.0
  $Energy Consumed:                 0.20
  $Cargo Size:                        0.0
  $Homing:                          NO
  $LaunchSnd:                       76
  $ImpactSnd:                       85
  $Flags:                           (  "in tech database"
                                       "player allowed"
                                       "stream")
  $Icon:                            iconSD4
  $Anim:                            SD4
  $Impact Explosion:                none
  $FOF:                                  0.20
  #End

Feel free to play with the value.  The 0.20 is just what I've set it at.  You can have some fun with ridiculously high settings though.  As I said, at 0.20, the shots don't disperse outside of the target reticle, so you aren't going to miss much with this unless you are at extreme ranges.  It just looks a little better than the straight line of shots that you get by increasing the rate of fire.

Also, don't get me wrong.  I've played through FS2 and 1 numerous times before I even learned how to edit tables, so I simply look at this as a way to breathe new life into an old game.  Then again, that's why we are here, right?