Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: FUBAR-BDHR on June 09, 2008, 12:54:00 am

Title: Ground base missile launchers
Post by: FUBAR-BDHR on June 09, 2008, 12:54:00 am
Just noticed that there seems to be a problem with the missile launchers (turrets 13a-20a).  While they seem to work just fine in game and fire missiles FRED sees them as either EA Medium pulse or nothing at all.  Not sure if this is a FRED issue or something with this model.  Tried both the 3.6.9 standard and Inferno builds as well as a recent 3.6.10 Inferno build.  Haven't tried changing them in notepad to see what will happen. 
Title: Re: Ground base missile launchers
Post by: Vidmaster on June 09, 2008, 08:40:03 am
what are you talking about? There are no ground based missile launchers, there is nothing ground based in all of TBP  :confused: :confused: :confused:

are you refering to the GOD satellite? If yes, its missiles worked in RaiderWars  :confused:
Title: Re: Ground base missile launchers
Post by: IPAndrews on June 09, 2008, 09:25:07 am
He's talking about the Matok base. It was originally designed to carry missile launchers on it's walls but I substituted them for phalanx guns because the missiles... well... murdered everything in a 5 mile radius.
Title: Re: Ground base missile launchers
Post by: FUBAR-BDHR on June 09, 2008, 11:39:48 am
Well the tables have them defined as EA Panther and they default to missile launchers in my mission (multiplayer).  It's just that I can't change them to any other missiles.  Notepad didn't even help they still fired Panthers.  Haven't tried changing them to a primary weapon.  The second problem with this is that if you even look at them in FRED that turret gets assigned a +Primary Banks: ( " " ) or +Primary Banks: ( "EA Medium Pulse" ) in the mission file.  Depends on weather you look at bank 1-12 first or not.  If you look at another bank it gets the Medium Pulse if you just go straight to one of the missile launchers it gets the blank.
Title: Re: Ground base missile launchers
Post by: 0rph3u5 on June 09, 2008, 04:11:49 pm
well the problem is withing the .tbl-file as I can see it

the tbl reads:
Code: [Select]
$Subsystem: turret13a-base, 1.0, 1.0
    $Default PBanks: ( "EA Panther" )
    $Flags: ( "carry no damage" )

but it must be:
Code: [Select]
$Subsystem: turret13a-base, 1.0, 1.0
    $Default SBanks: ( "EA Panther" )
    $Flags: ( "carry no damage" )



EDIT: added the "fix"

[attachment deleted by admin]
Title: Re: Ground base missile launchers
Post by: FUBAR-BDHR on June 09, 2008, 06:05:49 pm
Well that should help anyone else that runs into the problem.  Unfortunately since it's multi I need to stick with the core tables.   I'll have to try assigning primaries and see what happens or just be careful to check the file in notepad if I want to leave some of them Panthers. 

@IP: Can you add that to the know problems list please.   
Title: Re: Ground base missile launchers
Post by: IPAndrews on June 10, 2008, 02:53:48 am
Look guys I don't have a PC at the moment so you're on your own figuring this one out. It won't be fixed anyway so try a bit of notepad hacking and see if that gives you the result you desire. Best of luck. Word of warning though, I think there are issues with turrets being able to be both primary turrets, and secondary (missile) turrets. The issue being, I don't think it's possible. If you were writing a single mission I'd suggest creating a new table entry as a tbm with the settings you need.
Title: Re: Ground base missile launchers
Post by: IPAndrews on June 10, 2008, 02:57:02 am
@IP: Can you add that to the know problems list please.   

I guess though I'm not convinced it's a problem yet. I remember something along these lines from development and it may have been a choice. Since it's throwing you though (and probably others) I'll put it in the known problems list regardless.
Title: Re: Ground base missile launchers
Post by: FUBAR-BDHR on June 10, 2008, 03:43:31 pm
Thanks.  As long as I know what is causing it I'm fine and will work around it.  Worst case scenerio I just turret lock them at mission start and add a few other defenses. 

No PC?  What did you have to hawk it for beer money for the HLPL2 meet?
Title: Re: Ground base missile launchers
Post by: tomcat on June 12, 2008, 08:13:07 am
I guess though I'm not convinced it's a problem yet. I remember something along these lines from development and it may have been a choice. Since it's throwing you though (and probably others) I'll put it in the known problems list regardless.

Yeaaaa... Revenge....
Because you butchered my poor model ... you Briton bastard.... I told you the mass driver was cool... ;)
Title: Re: Ground base missile launchers
Post by: Wanderer on June 12, 2008, 08:58:33 am
Look guys I don't have a PC at the moment so you're on your own figuring this one out. It won't be fixed anyway so try a bit of notepad hacking and see if that gives you the result you desire. Best of luck. Word of warning though, I think there are issues with turrets being able to be both primary turrets, and secondary (missile) turrets. The issue being, I don't think it's possible. If you were writing a single mission I'd suggest creating a new table entry as a tbm with the settings you need.

Turrets can have both without any real problems... only if there is a mixture of weapons having huge flag and those without it then there might be some problems. Except that they do alternate their firing points as always the 'next firingpoint' in line will fire regardless which weapon is being fired.

Also you can use tbm if you need to change the entries.. remember that adding a secondary does not clear the defined primaries though and that has to be done as well... something like (in retail FS 2 Triton example)...
Code: [Select]
#Ship Classes

$Name:                  GTFR Triton
   +nocreate
$Subsystem:             turret01,1,1.0
   $Default PBanks:        ( "" )
   $Default SBanks:        ( "Tornado" )

#End