Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on September 29, 2007, 05:27:58 pm
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just for kicks, here's some eye candy for you folks. all models are ingame and show correctly in the load out screen as well. i'll turn some loose next upload.
(http://i67.photobucket.com/albums/h308/t64smyhotrod/loadout1.jpg)
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It would be funny if someone made an image of all of them firing at once.
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Vulcan, next generation promethius? :wtf:
Do the primaries work? I mean, if I choose a primary, does it appear somewhere? Or they're just part of a shipmodel(same thing for the missile launchers)?
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Cool.
Now, put in a GAU-8 Avenger, a VW Beetle and a human for size reference.
We all know that GAU-8 would blow most of those primary weapons cleanly away in sheer destructiveness*, but obviously having limited ammo is kinda disadvantage. Then again, I always wondered where the Maxim's uranium slugs actually come from, does it pull them through some mini-subspace-vortex or what? :p
*[since it's real and whatnot] ;7
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Do the primaries work? I mean, if I choose a primary, does it appear somewhere? Or they're just part of a shipmodel(same thing for the missile launchers)?
as long as a model's table has a weapon slot set to show external weapon models, every gun and missile will show in game and can be swapped out in the fighter load out screen.
We all know that GAU-8 would blow most of those primary weapons cleanly away in sheer destructiveness
damn skippy!, actually got to see one of those up close...took 3 fingers to fill on of the seven barrels. always wanted to use on to go rabbit hunting.
and i've always wondered where the maxim slugs are kept too.... kinda like in star trek, you never see the bathrooms on the enterprise. what do star trek bathrooms look like? do they have the 3 sea shells? i guess these are just things we were never meant to know.
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How long did it take you to make all of those? I'm starting to get interested in external weapon models.
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you got weapon pods to work with secondary weapons? was there a code change?
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Last time i checked (admittedly a couple of months ago) external secondaries are just external missiles. Not external missile pods
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you got weapon pods to work with secondary weapons? was there a code change?
That's what I want to know. BtRL uses FS Open 3.6.9 and had external secondaries.
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How long did it take you to make all of those? I'm starting to get interested in external weapon models.
i can hammer one out in about 3-4 hours, from initial model to completed and textured. externals are cool, it adds a nice flavor.
you got weapon pods to work with secondary weapons? was there a code change?
Last time i checked (admittedly a couple of months ago) external secondaries are just external missiles. Not external missile pods
the way i have it set up is you have your normal missile .pof and then i made an external missile .pof that looks like a pod. they only fire off of one firing point, but i figured the player would hardly notice it in the heat off battle. after that i had to adjust $cargo size and $Sbank capacity to match the number of tubes in a pod.
but yeah, like wander said technically the pod is a missile. they still lurch back when fired but i kinda used that to good effect with the storm fire cannon which is actually a secondary...watching them recoil is kinda neat!
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some of them thare guns are quite sexy.
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Problem is that you will run out of the missile pods... That is once the missiles are gone the pods will vanish
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missile pods work?
generally id like to see the visible weapon system improve, like using normals gun normals, supporting missile pods (for example if the weapon model has firing points). another idea i have is ejection velocity, a vector which specifies how fast and in what direction the missile is droped. the weapon will be aimed in the direction of the firing normal, yet be "thrown" from the ship either down or to the side. this is mainly to simulate weapon bay launch like you find on the f22. another idea is reload velocity, which works in the same way, except for the reload animation. sometimes it looks better to have the missile reloaded from a different direction or not at all (zeroed vector).
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You can define the missile to use alternate model (ie. the 'pod') as external model. Problems are that (i) it has seemingly recoil like behaviour, (ii) it vanishes after all missiles are gone. Each firepoint will have its own 'pod' so for example all standard FS ships are bound to look rather odd with 'pods'.
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ah i see.
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Besides... You (yeah... namely you, Nuke) can easily script various other effects for weapons. Something like 'dropping missiles' feature wouldn't certainly be too hard to do.
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still we have zero script acces to weapon models.i might be able to add in the throw effect, but anything to do with the weapon models themselves i really dont see any access to.
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Er?
mn.Weapons
mn.createWeapon(yadda, yadda, ...)
And possibly some hack with it like using more or less dummy weapons for external pods etc. Sure it takes time to align stuff properly but it should be doable.
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i see, just re-invent the wheel :D
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Says person who rewrote turrets in Lua...
Actually getting orientation and velocity data from the parent ship is trivial so there ain't much to do.