Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Wanderer on August 11, 2007, 01:18:06 pm
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I decided to try this table out but since instructions on how to use have been lost in time i have made relatively little success.
So here are the tables i use. Nothing fancy, just trying to get those to work.
ssm.tbl
$SSM:
+Weapon: Cyclops
+Count: 1
+WarpRadius: 100
+WarpTime: 10
+Radius: 500
+Offset: 500
#End
ssm-wep.tbm
#Secondary Weapons
$Name: @TAG-C
+nocreate
$Flags: ( "player allowed")
$SSM: 0
#End
ssm-shp.tbm
#Ship Classes
$Name: GTF Ulysses
+nocreate
$Allowed SBanks: ( "TAG-C")
#End
Now with that setup when i fire a TAG-C missile on a hostile ship i get the artillery fire noticifation on screen indicating that ssm.tbl is working. However just when the warp effect(s) caused by the ssm appears (when the warp effects has already existed for a short amount of time)i get hit by and assert.
Assert: team != -1
File: d:\steven\projects\fsscp\unstable\fs2_open\code\object\object.cpp
Line: 2407
That is it seems to happen in int obj_team(object *objp)
All using the WMC's fs2_open_C05202007_d.exe build. http://www.hard-light.net/forums/index.php/topic,47201.0.html
Any help, ideas, should this be posted to Mantis, is my setup flawed?
I already tried 'PM Bobboau' option so any other advices?
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have you tried using the targeting laser instead?
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the equivelant would be allowing the $Tag: field on primary weapons.
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Made these changes...
#Primary Weapons
$Name: Targeting Laser
+nocreate
$Damage: 10
$Flags: ( "player allowed")
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 1.0
$BeamInfo:
+Type: 2
+Life: 0.1
$SSM: 0
#End
And when i hit the target with that targeting laser (ie. see the impact explosions)... nothing happens
And some more SSM related issues...
Local SSMs have issues too (i had enabled these too for comparisons)
I get warnings when maneuvering and firing multiple local SSMs. Local SSMs can be fired without lock, ie. weapon fired when target in sight, and aspect lock is not gained. Then missile jumps somewhere. Sometimes missiles miss their subspace windows... That is probably enough for starters
Warning
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
File:d:\steven\projects\fsscp\unstable\fs2_open\code\math\vecmat.cpp
Line: 809
Sometimes when this error hits the player crafts start spinning wildly.
Table entry
#Secondary Weapons
$Name: Harpoon
+nocreate
$Flags: ( "local ssm" )
$Local SSM:
+Warpout Delay: 500
+Warpin Delay: 5000
+Stage 5 Velocity: 350
+Warpin Radius: 300
+Lock Range: 10000
#End
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the equivelant would be allowing the $Tag: field on primary weapons.
no, because the targeting laser is actually a beam and you need to keep the beam on target for two seconds before the SSMs actually fire. Either way it didn't matter since I looked at the code more and Wanderer's error would still happen.
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Retried with targeting laser having fire wait of 20 s and lifetime 10 s - No artillery.
And also with fire wait 0.1 and lifetime 0.1 - again no artillery
Both times beams were kept on target for 10 s.
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try copying and rewriting the TAG code... im reading it now and it works alot like, well, something that tells capships to beam TAGed ships. all you need to do is make one that makes warheads come out of subpsace, and have the game recognize them as something launched by a friendly capship
(?)
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try copying and rewriting the TAG code... im reading it now and it works alot like, well, something that tells capships to beam TAGed ships. all you need to do is make one that makes warheads come out of subpsace, and have the game recognize them as something launched by a friendly capship
No code changes are needed. Bob the Greater has been able to do it in retail. Unless the code was messed up.
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try copying and rewriting the TAG code... im reading it now and it works alot like, well, something that tells capships to beam TAGed ships. all you need to do is make one that makes warheads come out of subpsace, and have the game recognize them as something launched by a friendly capship
No code changes are needed. Bob the Greater has been able to do it in retail. Unless the code was messed up.
The FS2 code was changed to assume that everything was assigned a team. SSMs never were assigned a team, and the default interpretation was to use TEAM_FRIENDLY. in the day and age of species_defs, this won't work.
Wanderer, can you post this on mantis
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try copying and rewriting the TAG code... im reading it now and it works alot like, well, something that tells capships to beam TAGed ships. all you need to do is make one that makes warheads come out of subpsace, and have the game recognize them as something launched by a friendly capship
No code changes are needed. Bob the Greater has been able to do it in retail. Unless the code was messed up.
I think he means the table code :p.
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actualy, i was going to recomend automaticly asinging the missle to whatever team "called" it, but i thought that was too obvious.
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As stated in the mantis report, I have a fix in for this. It should be in kara's build in this thread.
http://www.hard-light.net/forums/index.php/topic,53978.0.html