Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on February 27, 2007, 11:59:17 am
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Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads. Now, my missile will use that multiple warhead system though it, of course, can't be named MIRV because the RV stands for reentry vehicle. The problem is that so far, the spawning flags only release warheads in a sphere, not a cone. Is there a certain code that I'm missing, or is it just not implemented. Otherwise, this would make an interesting feature for the SCP. If it can be done by scripting, I can't do it since I have zilch knowledge about scripting for now.
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You should be able to do it with $Spawn_Angle: table option and "inherit parent target" weapons flag - the flag is in code atm but i do not think there are any builds that are new enough to have it. You achieve almost the same without the flag though just bu using the 'spawn angle' option
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Oooo pls post screenies when you get it to work!
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Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads.
I tried something similar a few nights ago for TBP. I just couldn't get it to work. i tried to use the spawn/cluster bomb system to make a shrapnel weapon that sent a hundred sharp splinters towards the target in a roughly 40o cone. I think the problem may have been that none of the splinters were hitting the target. It is hard enough to time remote detonations but to get one close enough that the splinters have any chance of hitting is extremely difficult. I certainly couldn't do it.
Then again i wanted bomblets that damaged on collision. If you just want bomblets that auto explode after being thrown a certain distance from the delivery weapon that's do-able. Check out TBP's Venom 1 missiles.
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$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...
EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.
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I'd put also in the flags "Spawn Trebuchet, 500", but such a weapon would be a bit unbalanced... :lol:
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$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...
EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.
Huh, wouldn't that cause the child missiles to spawn at a single point?
Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads.
I tried something similar a few nights ago for TBP. I just couldn't get it to work. i tried to use the spawn/cluster bomb system to make a shrapnel weapon that sent a hundred sharp splinters towards the target in a roughly 40o cone. I think the problem may have been that none of the splinters were hitting the target. It is hard enough to time remote detonations but to get one close enough that the splinters have any chance of hitting is extremely difficult. I certainly couldn't do it.
Then again i wanted bomblets that damaged on collision. If you just want bomblets that auto explode after being thrown a certain distance from the delivery weapon that's do-able. Check out TBP's Venom 1 missiles.
I wanted the missile to detonate a certain time after launch and then launches the mini missiles. Is that possible?
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Yesm you can. I think you can set the detonation time by changing the lifetime value.
M.I.R.V. is already used in Ace Combat 3.
*runs*
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$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...
EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.
Huh, wouldn't that cause the child missiles to spawn at a single point?
They spawn at a single point no matter what settings are used - the new 'launch angle' is just different.
If you use spawn angle values you get (iirc) perfectly even dispersal of submunitions.. This may well prevent the submunitions from flying along the course of the original weapon. With $Fof: you get random dispersal sort of like shotgun. so some of the submunitions may actually fly straight and hit something
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oops, my wording was screwed up, I meant spawned in a straight line as in merging with one another. I have a bit of an update:
My tests failed because I forgot a comma before the spawn number syntax, I'll be testing again soon. Because of this small error the only thing spawned were subach looking lasers.
Yesm you can. I think you can set the detonation time by changing the lifetime value.
M.I.R.V. is already used in Ace Combat 3.
*runs*
The lifetime thing affects the locking range. This is a missile that homes in and then shoots the missiles. Also, the MIRV is used in AC5 and Zero, just to show you how much I like this weapon.
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What you're trying to create is exactly like the missile system I devised for my Hera destroyer... :nervous: This is getting spooky...
To work (at least the way I wanted it to) it needs the '$Detonation Radius:' tbl entry, but I don't know if that line is included for the build I'm using... or even if it's totally comitted yet.
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I'm using the official 3.6.9 release and it doesn't recognize detonation radius but the wiki says $Detonation Range: is included. This will do for now but is quite inconvenient because you have to memorize how far the missile will have to go after being released. Meaning if the range of detonation is 1000, shooting any closer will not release the munitions and setting it to 800 seems too close.
EDIT:
I'm getting pissed:
Error: weapons.tbl(line 4710:
Error: Required token = [#End] or [$Name:], found [$Detonation Range: 1000]
in weapon: Diapason.
It is listed in the Wiki but why is this not working?! I hate this error more than anything!
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Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.
This is what they look like coming at me. All I did was glide backwards and shoot, the missile was launched in reverse apparently
(http://img406.imageshack.us/img406/6057/screen0067sq3.jpg)
The missiles did about 8 points of damage against the sath. Impressive. The blob turrets managed to shoot a few down but the plan worked, the majority of the warheads got through and hit. Yep, I got killed by a beam at the last second!
(http://img174.imageshack.us/img174/6176/screen0060ci4.jpg)
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I'd like to see something like the laser heads from David Weber's "Honor Harrington" book series. Those warheads use a spherical array of nuclear bomb pumped X-Ray lasers, shooting out in all directions. 'Course they go off far enough away from the launching ship so as to not present a danger from beams that're aimed backwards.
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Er? Are you talking about the NOVA from like 4 years ago maybe???
(http://img34.imageshack.us/img34/5030/ohthepain0gw.jpg)
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To tell you the truth, because I misplaced that comma in the spawn flag, that was the effect I saw, though much smaller. Ok, well the missiles do release as expected however that "inherit parent target" flag would really come in handy as these missiles don't home in on big targets like capital ships, I only dumb fired these so far.
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I love that effect, I was gonna go back someday and figure out how to make red, green, yellow, and white ones out of it to use as "Fire Works"... We need them for the Wedding scene. :nervous:
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i like these weapons. i want the finished versions =D
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Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.
For new builds, -jpgtga is enabled by default, so the flag has been removed because its not needed anymore.
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Phreak has already done this.
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Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.
For new builds, -jpgtga is enabled by default, so the flag has been removed because its not needed anymore.
Then why doesn't my jpeg textures appear then?
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Hmm...interesting idea...
Say, didn't someone make tracking missiles (missiles that you can fire in any direction and they will automaticly turn and face their target)
How does that go anyway?
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Probably set the FOV of the missile to 360 to track anywhere.
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Setting heat seeker to have FOV of 360 is one way. Another one is to make those like WCS did. That is first make a 'dummy' weapon that has very short lifetime and that spawns a new weapon that is heat seeker with 360 cone with 0 spawn angle.
First way should give you 360 deg homing weapon that can be targetted and second gives you a 360 deg homing weapon that targets nearest enemy target - downside is that AI probably wont be able to use it.
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Indeed, my destroyer did not use this special spawning weapon despite its power. I was eager to see it launch my MIRV but no avail, still this is a deadly anti fighter weapon. I shot one into the middle of a group of fighters and took five down.
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Nice.
Didn't they have a weapon of this sort in FS1? Anti-fighter weapon carried by bombers?
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Not really, this weapon releases the missiles in a forward cone meaning if you have a whole squadron coming at your face, launch one of these and they are not likely to dodge these missiles.
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Cool. I also want the finished version. :D
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i screwed around with the infryno and it worked! i got a MIRV weapon! if you played a multi match with me concerning vasudan bombers, then you saw the betas coming from my ship and exploding in your face. along with a nice explosion radius of the main missle too (conceals the spawnd projectiles until its too late, which is also why i removed the "bomb" flag to stop it from killing itself)
want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....
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Cool. I also want the finished version. :D
Uh, it is not hard to code at all. You can do it yourself easy you know?
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want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....
Sadly, the version I was after was a capship weapon that could be fire on targets 12km away... :nervous:
But If you've got something (zip) you could upload, I'll certainly take a look ;)
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Cool. I also want the finished version. :D
Uh, it is not hard to code at all. You can do it yourself easy you know?
But its easier if someone already made it work. That way, if I screw my modification up, I have something to fall back on.
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; ----------------------------------------------------------------------------------
; Diapason
;
$Name: Diapason
+Title: XSTR("HRM-17 Diapason", 3381)
+Description:
XSTR(
"Special Issue
Anti-Cruiser MIRV
Non-Conventional Warhead
", 3382)
$end_multi_text
+Tech Title: XSTR("GTM-12 Cyclops", 3383)
+Tech Anim: Tech_Cyclops
+Tech Description:
XSTR(
"The Diapason is a large missile that houses approximately a dozen smaller homing bombs. Each bomb has a relatively weak warhead however the combined strength of the many warheads can to far more damage than any single conventional warhead. Also, given the speed and size of the smaller warheads, it is very difficult to shoot down the smaller, faster warheads. ", 3384)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 395.0
$Fire Wait: 5.0
$Damage: 0.05
$Detonation Range: 1200
$Blast Force: 0.0
$Inner Radius: 0.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 0.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.2
$Subsystem Factor: 0.0 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down would often blow out player's subsystems.
$Lifetime: 4.0 ;; temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 15.0
$Homing: YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+Min Lock Time: 2.0 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 75 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 120 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 4 ;; Extra pixels to move after catching up
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ( "Spawn FighterSwarmer, 12" "player allowed" "Bomb" )
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5 ;; Width of trail nearest missile
+End Width: 1.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconbelial
$Anim: belial
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Spawn Angle: 1.5
; ----------------------------------------------------------------------------------
; FighterSwarmer
;
$Name: FighterSwarmer
$Model File: Hornet.pof
$Mass: 15.0
$Velocity: 650.0
$Fire Wait: 0.5
$Damage: 250 ;; damage applied when within inner radius
$Blast Force: 60.0
$Inner Radius: 50 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 100 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 3.0
$Lifetime: 32.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 2.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.7
+View Cone: 85.0
$LaunchSnd: 91 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed
$Flags: ( "child" "pierce shields" )
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.75 ;; Width of trail nearest missile
+End Width: 0.25 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.7
+Bitmap: newmiss1 ;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 7.0
$Spawn Angle: 1.5
want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....
Sadly, the version I was after was a capship weapon that could be fire on targets 12km away... :nervous:
But If you've got something (zip) you could upload, I'll certainly take a look ;)
When I gave something like this to a capital ship it refused to target and launch the missile.
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I quickly tested this and there seems to be something (probably hard coded) that sets spawning weapons to have totally different behavior than non-spawning ones. For one it forces the turret to fire the missiles like the turret would be a single part turret - which looks extremely odd as i tested these with mediavp Triton. Also it doesnt any longer fire weapons at max range. It also seems to solely target smaller enemy crafts regardless of the 'huge' flag though this means the weapons are fired without any target...
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I never gave this missile to anything bigger than a fighter! It also has a detonation range of 1200, thats about the maximum dogfighting range for fighters. If you want this on freighters or such, give it a longer detonation range to deal with farther off fighters. Think of this as a sort of 'smart' flak that tracks targets.
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Well to be accurate i didn't use your table entries, i quickly wrote something on my own and tested it with and without 'spawn' flag
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Then post it :)
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Dunno why as it uses my own models and effects.. but..
$Name: CapAS
$Model File: missile02.pof
$Mass: 15.0
$Velocity: 275.0
$Fire Wait: 8.0
$Damage: 150
$Damage Type: Standard
$Shockwave Damage Type: Explosion
$Blast Force: 60.0
$Inner Radius: 20.0
$Outer Radius: 40.0
$Shockwave Speed: 0
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.5
$Lifetime: 15
$Energy Consumed: 0.0
$Cargo Size: 4.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.25
+Min Lock Time: 2.0
+Lock Pixels/Sec: 70
+Catch-up Pixels/Sec: 100
+Catch-up Penalty: 30
$LaunchSnd: 91
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 2.0
$Flags: ( "Big Ship" )
$Trail:
+Start Width: 0.6
+End Width: 10.0
+Start Alpha: 0.25
+End Alpha: 0.0
+Max Life: 1.0
+Bitmap: co_trail_2
$Icon: iconHornet
$Anim: LoadMissile04
$Impact Explosion: ExpMissileCluster
$Impact Explosion Radius: 5.0
$Name: Bomblet
$Model File: missile15.pof
$Mass: 5.0
$Velocity: 300.0
$Fire Wait: 1.0
$Damage: 50
$Damage Type: Standard
$Shockwave Damage Type: Explosion
$Blast Force: 30.0
$Inner Radius: 20.0
$Outer Radius: 40.0
$Shockwave Speed: 0.0
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.4
$Lifetime: 2.5
$Energy Consumed: 0.0
$Cargo Size: 3.5
$Homing: YES
+Type: HEAT
+Turn Time: 0.75
+View Cone: 180.0
$Free flight time: 0.1
$LaunchSnd: 87
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 4.0
$Flags: ( "child" )
$Trail:
+Start Width: 0.5
+End Width: 1.2
+Start Alpha: 0.45
+End Alpha: 0.0
+Max Life: 0.5
+Bitmap: redtrail_3
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileNew
$Impact Explosion Radius: 25.0
$Fof: 12.0
And then adding "Spawn Bomblet,16", "Huge", and $Spawn Angle: 0 as needed
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where are things like:
;---------------
;
;
and #Secondsary weapons, and your even missintg the all important #End! FRED is going to scream when it loads this.
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A) Why on EARTH would i ever put comments into a table if it does not need any?
B) I never claimed that the entry i posted was a table. It is just an excerpt from a table file.
C) None of you have any of the models, effects or additional tables required... As i assumed that anybody who would read the post in question would actually have the knowledge to replace the effects in question with their own.
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For one: When I gave a similar weapon to a large ship and forbade it from using it on fighters, it didn't shoot so that may be hardcoded for all I know. The turret thing confuses me and I have no idea how to fix that. I only know that it works for strike craft. Either way this makes a highly effective weapon for bombers. Shoot the missile and clear your 12 o'clock and make a break for your target. I think I killed half a dozen fighters double shooting with mine.
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Yeah.. Downside is that AFAIK as the standard game uses turret launched spawn weapons that option can not be fixed (backwards compatibility). So to get those working from turrets you would either need a new spawn weapon option or use something else like weapon creation via scripting that is triggered by the 'parent weapon's destruction.