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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on September 21, 2008, 04:01:16 pm

Title: fire-turret (or beam)- subsystem SEXP?
Post by: TrashMan on September 21, 2008, 04:01:16 pm
Possible to get one?

It can be handy when you want to script a fight 8even visually) so that a ship hits another in a specified place. Basicely a 100% accuracy beam towards the center of the subsystem.

right now I'm trying to script a capship blowing up a subobject door on a small base, but the beam just won't hit there....irritating as hell.
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: blowfish on September 21, 2008, 04:14:10 pm
Code: [Select]
fire-beam
   "MyCoolShip"
   "turret01"
   "EvilGuy1"
   "Engines"
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Mobius on September 21, 2008, 04:14:48 pm
As far as I remember fire-beam allows a ship to hit a specific subsystem with a formidable level of precision...in your case it could miss due to the beam's entry(accuracy?) and/or to the subsystem...
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: blowfish on September 21, 2008, 04:19:19 pm
As far as I remember fire-beam allows a ship to hit a specific subsystem with a formidable level of precision...in your case it could miss due to the beam's entry(accuracy?) and/or to the subsystem...

In my experience, hitting specific subsystems isn't impeded by accuracy.  I haven't confirmed this though :nervous:

And doesn't this belong in FRED discussion?
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Droid803 on September 21, 2008, 04:46:11 pm
fire-beam targeting a subsystem is 100% accurate. It WILL hit unless the target moves.
That's what I've found at least.
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: FUBAR-BDHR on September 21, 2008, 04:58:24 pm
Depends on the beam.  They do usually hit but not always. 
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: TrashMan on September 22, 2008, 04:43:00 am
Wow...I've been FREDing for years...how the hell did I miss that the fire-beam sexps can take an aditional subsystem argument? I don't recall that. Is that a SCP addition? Was it there all the time?
HEhe...guess even old dawgz can learn a few new tricks from time to time.
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Mobius on September 22, 2008, 12:53:55 pm
Boooo! :P ;)

At the beginning I used to play missions and try to visualize their FREDding in my head. In one of the extra missions of my copy of FS2(I have the Gold version) a Hades fires its beams on a Lucifer's subsystems with a high rate of fire. I opened the mission in FRED and found out about fire-beam. :nod:
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Droid803 on September 22, 2008, 07:06:08 pm
Depends on the beam.  They do usually hit but not always. 
Ok, slash beams aside...
I've never seen a direct-fire beam shooting at a subsystem centered on the target miss.
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Akalabeth Angel on September 22, 2008, 09:17:22 pm
Wow...I've been FREDing for years...how the hell did I miss that the fire-beam sexps can take an aditional subsystem argument? I don't recall that. Is that a SCP addition? Was it there all the time?
HEhe...guess even old dawgz can learn a few new tricks from time to time.

   That ****'s been around since Retail FS2
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Spicious on September 23, 2008, 06:23:08 am
Ok, slash beams aside...
I've never seen a direct-fire beam shooting at a subsystem centered on the target miss.
Slash beams should act like direct fire beams when targeting a subsystem.
Title: Re: fire-turret (or beam)- subsystem SEXP?
Post by: Mobius on September 23, 2008, 11:26:25 am
Yes but their shots are shot ones and hardly destroy subsystems on bigger warships...