Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on August 25, 2007, 11:37:20 am

Title: Hybrid (combo) turrets support?
Post by: TrashMan on August 25, 2007, 11:37:20 am
Any chance of seeing that in 2.6.10?

Ya, know...to be able to set up which fire points are gonan be used for which weapon?

There are several ways to do it I can think of, question is whats the best one?

First way would be a flag "use_fire_order" that would basicly assingn a firepoint to a weapon in order in which they are entered.
So a entry:

PBanks:  ("Terran Turret" "Terran Turret" "Harpoon" "Harpoon") would fire terran turrets from fire points 1 & 2, and Harpoons from fire point 3 & 4


The other way would be to specifcy fire points direcly with a additonal number...like:

PBanks:  ("Terran Turret"_1_2 "Harpoon"_3_4)



Given that I only have basic programming knowledge I'm tapping in the dark herte...what do the code-wizzards think? :confused:
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 26, 2007, 07:28:35 am
 :confused:
Title: Re: Hybrid (combo) turrets support?
Post by: akenbosch on August 26, 2007, 02:16:50 pm
this has been asked for two times now.

either the SCP is too busy with bugfixes, or some one set us up the bomb.
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 26, 2007, 05:26:09 pm
Make your time! :lol:
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 26, 2007, 08:25:12 pm
i know its possible to make lua turrets which work without actually being turrets to the engine.
Title: Re: Hybrid (combo) turrets support?
Post by: akenbosch on August 27, 2007, 12:24:25 pm
why not code them turret in so it be 3.6.10 feature?
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 27, 2007, 12:29:40 pm
because every time they tried they broke something :D
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 27, 2007, 01:29:00 pm
NAh, that's side milti-part turrets..that caused trouble.

This should be easy to implement, the only question is - will it be implemented?
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 27, 2007, 02:25:49 pm
i wouldnt mind if it worked though. you cant do everything in script cause after awhile it bogs down the engine. if you write really tight script you might be able to fake a dozen turrets on a couple ships, but i get slowdowns manually operating a bunch of aeolas guns.
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 27, 2007, 02:39:46 pm
Well, it shouldn't be too difficult.. Just got to tell the game not to cycle the fire point but the keep to the specific ones.

However, any time a non-programer tells that something is easy to inmplement a kitten dies. :nervous:
Beware the army of Zombie Kittens! :eek2:
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 27, 2007, 02:48:06 pm
have you seen the freespace code? oh the horror, the horror! there is no god!
Title: Re: Hybrid (combo) turrets support?
Post by: Turey on August 28, 2007, 05:26:23 am
have you seen the freespace code? oh the horror, the horror! there is no god!

There is no "easy" with regards to the FreeSpace code.
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 28, 2007, 05:27:53 am
Yup...but that still doesn't answer the question.... :confused:
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 28, 2007, 07:01:47 am
the answer would probibly be no. for example, how long have i been waiting for the scripting updates to hit the stable builds? sometimes its as easy ash changing a few numbers or making some malloc calls. other times you gotta make broad sweeping changes to several places in the code. i think as far as turrets go, the latter is most accurate.
Title: Re: Hybrid (combo) turrets support?
Post by: TrashMan on August 28, 2007, 07:42:44 am
Yeah but... :( ..but   :( .. it's just fire points...right? :sigh:
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 28, 2007, 08:45:10 am
you will probibly have to wait till 3.6.11 like the rest of us :D
Title: Re: Hybrid (combo) turrets support?
Post by: akenbosch on August 28, 2007, 06:00:58 pm
on another turet-related note...

can we have multipart turrets that dont fire through the hull of their parent ship? this is realy annoying with multipart AAAs.
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 28, 2007, 07:05:46 pm
code for that was written, and it breaks stuff
Title: Re: Hybrid (combo) turrets support?
Post by: Wanderer on August 29, 2007, 12:09:50 am
AFAIK actually only preventing globally the ships from firing through hulls would break certain mission(s). If set as turret (subsystem) flag just for the turrets that 'need' it then it shouldn't break things.
Title: Re: Hybrid (combo) turrets support?
Post by: taylor on August 29, 2007, 01:23:11 am
It wasn't the firing-through-hulls thing that was wrong, it was all of the other crap that was added along with it.  The firing-through-hulls fix will eventually be cleaned out of the other stuff and committed by itself back to CVS ... as soon as time allows for the work involved with that anyway.
Title: Re: Hybrid (combo) turrets support?
Post by: Nuke on August 29, 2007, 02:29:19 am
all the turret upgrades are good features, it just it seems to me that turrets are one of the more difficult pieces of code to work on, sorta like ai or the parsing code. time and time again such features get rolled back. are any of those features available in either branch?
Title: Re: Hybrid (combo) turrets support?
Post by: Turey on August 29, 2007, 10:33:37 am
it just it seems to me that turrets are one of the more difficult pieces of code to work on, sorta like ai or the parsing code.

Compared to the other two, the parsing code is actually pretty simple.
Title: Re: Hybrid (combo) turrets support?
Post by: taylor on August 29, 2007, 11:55:01 am
The turret code and the ai code are synonymous really.  Changing turrets affects AI, so it's really the same thing.  Or, at the very least, you have to approach them the same way: make the changes modular, flagged, disabled by default.  This means that it's NEVER an easy change, regardless of how small or simple the change might appear.  Anything that you do change can quite easily break a mission.


I assume that it should be implied, but I'll spell it out just in case:  combo turret support will NOT hit 3.6.10.  Consider 3.6.10 feature frozen.  Anything that wasn't already slated for it in May, it's going in.  Period.  It's far too late in the process for that.  The goals for 3.6.10 are simply to get what has long since been started finished, get everything cleaned up and tested, and ship it.

You can start putting in requests for 3.6.11 if you want, but I would suggest that you keep a well defined list, because we aren't going to go searching for all of this stuff that people have asked for when the time comes to start work on 3.6.11.  We are going to be changing the process for stable builds later on anyway, to make it much easier for us to get things out on a basic schedule: we will switch over and start the new version, take any requests for what people want in it, narrow that list down to what is achievable in the time available, and that will be it, it will be feature frozen after that.  Then only changes that relate to features on that list, and any bug fixes obviously, will hit CVS for that build.
Title: Re: Hybrid (combo) turrets support?
Post by: akenbosch on August 29, 2007, 12:26:06 pm
can/do we have external weapons on turrets?