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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on June 14, 2008, 01:48:20 pm

Title: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 01:48:20 pm
Just wondering if it should work?  I tried putting a secondary with the remote detonate flag on a cap using the turret-change-weapon sexp and they never fire.  Change it to a regular secondary and they work.  Weapons also have the spawn sub munition flag as well.
Title: Re: Remote detonate seconaries and turrets
Post by: Wanderer on June 14, 2008, 01:52:22 pm
Did both of them have that option? Or just the remote one that was to be remote detonated?
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 02:03:21 pm
I only tried it in TBP with the Venoms and shard bomb.  Every other secondary I've tried works except those.  I don't think TBP has any sub munition weapons that aren't remote detonate but I'll check. 
Title: Re: Remote detonate seconaries and turrets
Post by: Wanderer on June 14, 2008, 02:14:14 pm
Well.. spawn weapons do not work like any other when used by turrets in FreeSpace 2.

First... they fire only along turret normals and couldnt care rats ass about where the barrels etc might be pointing. Fired weapons wont home in on any target.

Second... they only fire if certain preset condition comes true...
Code: [Select]
if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {num_ships_nearby is the amount of enemy small crafts (bombers, fighters) within 1500m radius.

Both may sound stupid and rather odd choices but for defensive spawn weapons like the ones shivan cruisers toss around in FS2 it was a logic choice.



EDIT: And i actually do have an override for it but is NOT in the SVN trunk (yet anyway - if ever) - but you can find it from this build http://www.hard-light.net/forums/index.php/topic,54465.0.html as weapon flag 'smart spawn'.
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 02:37:22 pm
I see what you mean about them not firing unless ships are near.  Are you sure about the homing?  I'm pretty sure the Panthers were homing quite nicely in my testes. 

The venoms work when several ships are near.  Looks like the problem is just with the shard bomb which doesn't seem to fire under any circumstances but I have no idea why. 
Title: Re: Remote detonate seconaries and turrets
Post by: karajorma on June 14, 2008, 03:13:29 pm
I see what you mean about them not firing unless ships are near.  Are you sure about the homing?  I'm pretty sure the Panthers were homing quite nicely in my testes

I don't usually pick up on simply typos but that one is freaking funny. :p

Just exactly how do you run Freespace? :lol:
Title: Re: Remote detonate seconaries and turrets
Post by: Galemp on June 14, 2008, 03:42:30 pm
:rolleyes:

I don't think we want cluster bombs (piranha etc.) to home in. They seem like they ought to fire straight out and let the submunitions do the hunting. That's how it works on the Lilith and the Deimos, and it makes sense.

EDIT: Wanderer's new build has this feature.

Code: [Select]
Weapon flags
   "smart spawn"
      - forces turrets to fire spawn type warheads like any other missiles
      - with this flag spawns fire from turret without a target along turrets normal
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 03:48:10 pm
Just exactly how do you run Freespace? :lol:

With my joystick how else.   :pimp:



I wasn't working on getting missiles to home or anything just using default table values.  Those sub munitions would have a hard time homing in the split second before they detonate anyway.  Apparently I did it again and tried to use the one weapon that just won't work for some reason. 
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 04:13:12 pm
Maybe I should explain the whole scenario.   

I'm creating a ground assault multiplayer mission for TBP.  Found there is a problem with the ground base turrets 13a-20a which are default EA Panther missile launchers but defined in the tables as primaries so in FRED they can only be changed to other primaries.  8 missile launchers was a bit much anyway so I decided to just make them turrets and change 4 other turrets to missiles.  I chose the SH shard bomb since it's not really used anywhere.  Since I'm changing a primary bank to a secondary I used an event at mission start to change the turrets.  After doing some testing and getting the weapons set the way I wanted and figuring out how to use the sexp I used it to try to change the weapons on the base.  Nothing.  Tried other weapons and they worked fine.  Tried the venoms and they didn't work either.  That was when I started this topic.  Well turns out the venom problem was the not enough ships in the area thing but that didn't' fix the shard bomb.  So now I can make it work the way I want to but not with the weapon I was going to use.  Not a big deal but I'm left wondering why the one weapon won't work. 

Also left wondering why I always pick the quarky ships, weapons, and sexps to work with.    :rolleyes:
Title: Re: Remote detonate seconaries and turrets
Post by: Wanderer on June 14, 2008, 05:09:45 pm
heh.. there was a typo in the description of the flag...

Quote
Weapon flags
   "smart spawn"
      - forces turrets to fire spawn type warheads like any other missiles
      - with -> without this flag spawns fire from turret without a target along turrets normal

Could you post the SH shard bombs entry... the exact entry you are using that is.
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 14, 2008, 09:47:52 pm
It's the one from the 3.4b final. 

Code: [Select]
$Name: SH Shard Bomb
+Title: XSTR("Shard Bomb", -1)
+Description:
XSTR(
"Special Issue
Cluster Bomb", -1)
$end_multi_text
+Tech Title: XSTR("Shadow shard bomb", -1)
+Tech Anim: none
+Tech Description:
XSTR(
"The shard bomb is a testimony to the Shadows' love of indiscriminate destruction. It is a remote detonated weapon but the detonation itself is not the main concern. The purpose of the detonation is to throw huge numbers of super fast moving shards of super tough bio matter in every direction. Ripping any fighters or capital ships in the area to shreds.", -1)
$end_multi_text
$Tech Model: Shadowbomb.pof
$Model File: Shadowbomb.pof
$Mass: 3.0
$Velocity: 500.0
$Fire Wait: 0.70
$Damage: 50
$Blast Force: 0.2
$Inner Radius: 15.0
$Outer Radius: 50.0
$Shockwave Speed: 150
$Shockwave Name: shockwave03
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 3.00
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 91
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 12.0
+Weapon Range: 1350
$Flags: ( "in tech database" "player allowed" "Spawn Shard Bomb Baby, 20" "Remote Detonate" )
$Icon: iconTempest
$Anim: Tempest
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$Spawn Angle: 30

Sub Munitions:

Code: [Select]
$Name: Shard Bomb Baby
$Model File: shadowshard.pof
$Mass: 8.0
$Velocity: 450.0
$Fire Wait: 0.5
$Damage: 300
$Blast Force: 5000.0
$Inner Radius: 1.0
$Outer Radius: 1.0
$Shockwave Speed: 0
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 2.5
$Lifetime: 3.0
$Energy Consumed: 0.0
$Cargo Size: 2.0
$Homing: NO
$LaunchSnd: 98
$ImpactSnd: 37
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "child" "puncture" )
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: ParticleExp01
$Impact Explosion Radius: 1.0

$Name: Light Cluster Bomb Baby
$Model File: hornet.pof
$Mass: 0.5
$Velocity: 250.0
$Fire Wait: 0.5
$Damage: 50
$Blast Force: 5.0
$Inner Radius: 20.0
$Outer Radius: 60.0
$Shockwave Speed: 0
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 0.1
$Energy Consumed: 0.0
$Cargo Size: 2.0
$Homing: YES
    +Type: HEAT
    +Turn Time: 1.0
    +View Cone: 45.0
$LaunchSnd: 94
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 1.0
$Flags: ("child")
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 35.0

Title: Re: Remote detonate seconaries and turrets
Post by: Wanderer on June 16, 2008, 01:56:08 pm
Hmm... i need to test that... That is i cant really see anything wrong with it in a brief glance
Title: Re: Remote detonate seconaries and turrets
Post by: FUBAR-BDHR on June 16, 2008, 02:40:47 pm
I was just thinking about this after reading it a bit earlier.  Wonder if it's another one of those things that is happening due to the large amount of table entries.  I know there needed to be a fix for some other weapons to work in multi.  Maybe it isn't firing them because it can't find either the weapon itself or the sub munition.  I did run a 3.6.10 debug build and didn't get anything strange in the log files.

On another note you may have been right about the missiles not seeking after all.  Unless there is something with the EA Panther that makes it work (haven't tried it again) the other missiles I tested last night didn't seek.  So either there is something with the Panther or I just happened to be evading right into them.  Although I did have Nemesis LG on one of the turrets for testing (easy to see those fire) and they also seemed to be tracking the cap.  I'll have to play with those some more after I get that mission done.  I have all the weapons working on all the ships except 1 which I haven't changed from default yet.  Hate to screw it up now.