Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: killface on August 18, 2008, 11:59:23 pm
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I'm looking for some input on this idea. What if a very small "cockpit" subsystem could be designed, the destruction of which destroys or - more realistically - permanently disables a ship, regardless of hull strength? I like the notion of a round going right through the cockpit glass and killing the pilot, leaving the craft in question dead in space as well. Of course, this subsystem would be a very small target and hard to hit, akin to headshots in first person shooters. Has this been done already? If so, how was it accomplished?
Thank you all,
Killface
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I tried to implement this in a few missions with sexps...was much too complicated and tedious.
Perhaps someone with scripting knowledge could give this a look?
It'd be interesting to do, but you might have problems with explosions and collisions, etc destroying the subsystem. Fighters with nav or weapons systems in the cockpit area have this problem, I'd hate to die every time.
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You feel it would have to go to a scripting level? I was more wondering if it was possible to just add another subsystem to a fighter, a'la the engines, sensors, etc, only to make the cockpit subsystem incredibly tiny, so that it has to be a direct shot to the glass to work.
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Sure, you can add the subsystem to the models with modelview or PCS2 and then add it to the table.
Nothing will happen when it's destroyed though. You can do a "is-subsystem-destroyed" event for every fighter in a mission, as I was saying, but that gets VERY tedious.
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I see the problem. So, at present, there is no way besides sexp to make the loss of any ONE subsystem destroy or permanently disable a vessel?
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It's not tedious if you use every-time-argument (or when-argument with a repeat count):
every-time-argument
-any-of
--<List of Fighters>
-is-subsystem-destroyed-delay
--<argument>
--Cockpit
--0
-sabotage-subsystem
--<argument>
--Engine
--999 <--- [Just to make sure it actually goes to zero]
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That looks like it could work well.
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Thanks guys. On a somewhat related note, I could really use a tutorial of any kind regarding every-time and looping/repeating arguments in SEXPs. Do you recommend the wiki as a guide, or has anyone here slapped together something superior over the years? I can fumble my way through it eventually, but I'm on a humble kick and looking for advice.
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Thanks guys. On a somewhat related note, I could really use a tutorial of any kind regarding every-time and looping/repeating arguments in SEXPs. Do you recommend the wiki as a guide, or has anyone here slapped together something superior over the years? I can fumble my way through it eventually, but I'm on a humble kick and looking for advice.
The Wiki isn't very good in that department. The SEXPs still aren't fully cataloged.
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you should actually sabotage ALL the subsystems to 0. There'll be noone left to use the sensors or the comms, or to fire the weapons.
(also, I think you should invalidate-argument?)
This could be an interesting "feature" though :P
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(also, I think you should invalidate-argument?)
Yeah, I always forget that. :/
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Akhetons have just become snipers. :P
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With scripting:
#Conditional Hooks
$Application: Freespace 2
$On Frame: [
local numShips = #mn.Ships
for i=0,numShips do
local ship = mn.Ships[i]
local cockpit = ship['cockpit']
if cockpit:isValid() then
if cockpit.HitpointsLeft < 1 then
local numSub = #ship
for j=0,numSub do
ship[j].HitpointsLeft = 0
end
end
end
end
]
#End
Edit: Here's another way, except it'll check whenever the ship could take damage, rather than indiscriminately checking every frame.
#Conditional Hooks
$Application: Freespace 2
$Object Type: Ship
$On Game Init: [
function doCustomSubsysDamage(ship)
if not ship:isValid() then
return false
end
local cockpit = ship['cockpit']
if cockpit:isValid() then
if cockpit.HitpointsLeft < 1 then
local numSub = #ship
for i=0,numSub do
ship[i].HitpointsLeft = 0
end
end
end
return true
end
]
$On Asteroid Collision: [
doCustomSubsysDamage(hv.Self)
]
$On Debris Collision: [
doCustomSubsysDamage(hv.Self)
]
$On Ship Collision: [
doCustomSubsysDamage(hv.Self)
]
$On Weapon Collision: [
doCustomSubsysDamage(hv.Self)
]
#End
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Hmm... gotta try this in my 'mod'.
It gives you a lot of opportunities, especially on taking out a capital ship.
But on the other hand, I don`t thing that any intelligent man would place the bridge in a visible place. Except the Fenris and Leviathan :P
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But on the other hand, I don`t thing that any intelligent man would place the bridge in a visible place. Except the Fenris and Leviathan :P
Intensify the forward batteries! I don't want anything getting through!
I said intensify the forward batteries!
TOO LATE!!
KABOOM!
*clapclapclapclap*
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But on the other hand, I don`t thing that any intelligent man would place the bridge in a visible place. Except the Fenris and Leviathan :P
Intensify the forward batteries! I don't want anything getting through!
I said intensify the forward batteries!
TOO LATE!!
KABOOM!
*clapclapclapclap*
Yeah, sounds strangely familliar. But a good idea for a secondary goals in BoE (:P) missions.
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Thats something I liked about the new Battlestar Series where the bridge/CIC was inside the ship. Still I would install some big LCDs connected to some cams on the hull to have a virtual view on what it going on.
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LCD screens to the job just as well as windows.
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Thats something I liked about the new Battlestar Series where the bridge/CIC was inside the ship.
The same thing goes for most of FS ships too. Except the two mentioned above.
LCD screens to the job just as well as windows.
Yeah, if the ship is designed for a short range battles.
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Yeah, if the ship is designed for a short range battles.
Well, if your cameras are powerful enough you can always, say, zoom in or whatever.
Besides, in FreeSpace most battles take place in a 10 kilometer radius of the origin because of subspace. In fact, it stands to reason that the largest and most important battles would be fought around Jump Nodes due to their strategic importance. If you control the Jump Node, you can blockade it with your entire fleet, while the enemy can only send in their ships one or two at a time.
Either way your sensors are powerful enough to detect anything really, so there's no actual need for visual identification in a capital ship. There are also references to long-range sensors, which means a capital ship could probably see an enemy coming at long range if they're going through normal space.
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Well, you can always use the cameras to "enjoy the view" during the long patrol missions, especially on some planet`s orbit. :P
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Well, you can always use the cameras to "enjoy the view" during the long patrol missions, especially on some planet`s orbit. :P
What, zooming on on girls changing?
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If you`ve got that powerfull zoom. :)
This actually reminds me of a account from the F-16 flight
My brief for tomorrow starts at 1230 and as far as I know, the pilot is going to do a combat departure (straight up after takeoff), then we'll be heading to Charleston, then up the beach at about 2000ft AGL, looking at babes through the targeting pod (I swear to god he said that!), do a couple of approaches into Myrtle Beach, then back to some airspace over SC.
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Well I think its some kind of psychological thing to have windows, real ones or just displays. Humans like to take a look at enemy ships, planets, babes(?)
I think in WC was a referance that they even have teleskops on the ships to take a closer look at far away objects for indentification. A sensor might detect the class and other data of the ship but hull markings are most likely not on the list. A human could take a look at an image and see if he knows the ship. In WC carriers of the enemy are mostly well known so knowing the carriers name might give you an idea who is the commander and what you can aspect...that is if you got an intel file about him.
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Well you can have external window viewports for that, but I'd prefer to have a heavily armored bridge instead.
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Yeah, most modern navy ships have the (combat) command centre hidden inside the ship and the bridge upstairs.
IIRC, the Hattie has a 'Bridge' subsys where the neck transitions into the main body.
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Not that blowing up the bridge does anything.
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With the SEXP Snail proposed, is there a risk that a refuel/repair vehicule just come and repair everything (and revive the pilot, obviously).
As for Alpha 1, I am afraid he wouldn't be "dead". He would just be unable to play.
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The enemy doesn't use support ships, IIRC.
Also, if you break comms, they can't call a support ship.
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Also, if you break comms, they can't call a support ship.
And that is so cruel. I remember this one time, when I was playing Awakenings. I think it was the last mission. After getting the permission to return to base, I decided to check out how badly my wingmen had suffered. I noticed there was this one Herc with all its subsystems destroyed, just floating there. I was like "ofmg! There's a ****ing support ship here doing nothing. Someone go help that innocent soul!". But no. Everyone just ignored the poor bastard. So I did the only thing that could be done: jumped out of there and lol'd at the scenario.
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Well, he can call a support ship to reload, and then get hit in the cockpit.
I thought your wingmen could actually call a support ship - which explained for me why it is so often "busy".
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Also, if you break comms, they can't call a support ship.
And that is so cruel. I remember this one time, when I was playing Awakenings. I think it was the last mission. After getting the permission to return to base, I decided to check out how badly my wingmen had suffered. I noticed there was this one Herc with all its subsystems destroyed, just floating there. I was like "ofmg! There's a ****ing support ship here doing nothing. Someone go help that innocent soul!". But no. Everyone just ignored the poor bastard. So I did the only thing that could be done: jumped out of there and lol'd at the scenario.
I would've slaughtered the poor bastard.
DUAL TREB OVERKILL!
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I could swear that I've been able to call support ships for myself when my comms were destroyed though...
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You can, AI can't.
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I've never been able to call support with comms dead. I can't even bring up the commands menu.
I just restart...
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I've gotten hit with a few torpedos that knocked out all my subsystems. I couldn't order my wingmen, but I could call a support ship.
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Try shift-R. And make sure the mission you're in allows a support ship. :nod:
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I've gotten hit with a few torpedos that knocked out all my subsystems. I couldn't order my wingmen, but I could call a support ship.
What the hell were you flying that Torpedoes catch up with you?
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An Ursa on multi i guess.
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Well, you can always use the cameras to "enjoy the view" during the long patrol missions, especially on some planet`s orbit. :P
What, zooming on on girls changing?
HELL YEA!!!!!!!!
(omg y didnt i ever think of that)
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Let's get a scan of those changing rooms. Optimal distance is 150 meters.
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Let's get a scan of those changing rooms. Optimal distance is 150 meters.
Copy that Alpha 2, moving into scan
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Let's get a scan of those changing rooms. Optimal distance is 150 meters.
Copy that Alpha 2, moving into scan
- EEEK! *slap*
- Mayday! Maydayy!
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Slapping something in space? :wtf:
And lol, derail.
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Well, since when has FreeSpace been accurate in terms of physics?
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Most people's arms are significantly less than 150 meters long, too...
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Ooh ooh heres a question.
Is there any way to add a zoom feature? Like a scope
...
pewpewpew :snipe: