Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on October 27, 2008, 04:48:39 pm
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I made a missile using the flag...wanted to bring back the good ol' D-Missile from FS1. Doesn't work tough. Nothing happens, no matter what Ihit. A Corvette, cruiser...bomber. Nuttin'
;--------------------------------------------
$Name: D-Missile
+Title: XSTR("GTM-55 Disruptor Missile", 3357)
+Description:
XSTR(
"Special Issue
Electronic Warfare", 3358)
$end_multi_text
+Tech Title: XSTR("GTM-55 Disruptor Missile", 3359)
+Tech Anim: Tech_GTI_TAG_Missile_B
+Tech Description:
XSTR(
"Making a great comeback is the venerable D-Missile. It's unique ability to completely shut-down a warship for several seconds has been improved making it a valuable tactical element in modern warfare.", 3360)
$end_multi_text
$Model File: tagb.pof
$Mass: 0.0
$Velocity: 300.0
$Fire Wait: 8.0
$Damage: 10
$Blast Force: 10.0
$Inner Radius: 10.0
$Outer Radius: 30.0
$Shockwave Speed: 50.0
$Armor Factor: 0.1
$Shield Factor: 0.1
$Subsystem Factor: 0.1
$Lifetime: 5.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.4
+Min Lock Time: 3
+Lock Pixels/Sec: 60
+Catch-up Pixels/Sec: 100
+Catch-up Penalty: 30
$LaunchSnd: 92
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.5
$Flags: ( "player allowed" "electronics" )
$Trail:
+Start Width: 0.25
+End Width: 0.5
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3
+Bitmap: MissileTrail04
$Icon: iconTagB
$Anim: tagB
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 9.0
$Electronics:
+New Style:
+Intensity: 1.0
+Lifetime: 8000
+Randomness Time: 2000
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"New Style" electronics doesn't work, sadly. Old style still does.
(I thought this was in Mantis already?)
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Apparently it's not in the Wiki :hopping:
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Blast it. I put
$Electronics:
+Old Style:
In the weapon and it still does nothing!! Does this damn thing even work? :hopping:
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Just drop the $Electronics: line entirely. It works fine.
; ----------------------------------------------------------------------------------
$Name: D-Missile
+Title: GTM-31 Disruptor Missile
+Description:
Advanced Prototype
Tactical Missile
Disrupts Subsystems
$end_multi_text
+Tech Title: GTM-31 Disruptor Missile
+Tech Anim: cb_disruptormissile
+Tech Description:
Advanced signal processing - high precision interception capability - small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile - designed to temporarily disable subsystems on hostile targets.
The D-Missile is designed to temporarily stop a cruiser or destroyer from firing its laser turrets. The effect will last about 10 seconds per missile fired, so using these to temporarily disable a cruiser should usually be for suppression until the cruiser is destroyed, or whatever was trying to evade the cruiser has gotten out of range. Only a few ships can carry these - and they are very scarce - so proper utilization is important.
$end_multi_text
$Model File: Disruptor.pof
$Mass: 0.4
$Velocity: 80.0
$Fire Wait: 5.00
$Damage: 1 ;; damage applied when within inner radius
$Blast Force: 1.0
$Inner Radius: 10.0 ;; radius at which damage is full
$Outer Radius: 400.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.0
$Shield Factor: 0.0
$Subsystem Factor: 1.0
$Lifetime: 15.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 8.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+Min Lock Time: 2.0 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec:100 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$LaunchSnd: 89 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 0.2 ;; number of missiles/sec that are rearmed
$Flags: ( "Huge" "Bomb" "No Dumbfire" "Electronics" "player allowed" ) ;; Does special damage to electronics.
$Icon: icon_dmissile
$Anim: dmissile
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
(Your interface art may vary.)
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Removed it. Still doesn't seem to do anything.
I shot 2 into the engine subsystem of a cruiser and a corvette. No effect.
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Well, that's the FSPort table entry and it works fine for us.
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New style only allow you to set the disruption multipliers for different subsystems. Also it is worth noting to be affected the subsystem needs to be within the outer radius of the blast. And the entry requires the "Electronics" flag to the weapon flags. I test this one today
EDIT: Yeah.. worked just fine
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I don't get it why it doesn't work for me...maybe it's the build I'm using.
I'll tinker a bit more with the entry....
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Try making the radius of the effect larger. If you are shooting at FS scale cruisers engines (and not engine subsystem) then there is a distinct chance the effect wont even reach the said subsystem...
As for what i tested... I shot sort of similar weapon at stationary fighter. Which got to 'disrupted' state and the ugly yellow lightnings appeared. But then again it was still able to turn and return fire.
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Outer radius is set at 500 meters...still doesn't work.
I'm gonna try a different build.
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Try removing the intensity entry - it is not used any longer
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I have..this is how the entry looks now:
$Name: D-Missile
+Title: XSTR("GTM-55 Disruptor Missile", 3357)
+Description:
XSTR(
"Special Issue
Electronic Warfare", 3358)
$end_multi_text
+Tech Title: XSTR("GTM-55 Disruptor Missile", 3359)
+Tech Anim: Tech_GTI_TAG_Missile_B
+Tech Description:
XSTR(
"Making a great comeback is the venerable D-Missile. It's unique ability to completely shut-down a warship for several seconds has been improved making it a valuable tactical element in modern warfare.", 3360)
$end_multi_text
$Model File: tagb.pof
$Mass: 20.0
$Velocity: 300.0
$Fire Wait: 8.0
$Damage: 5
$Blast Force: 10.0
$Inner Radius: 100.0
$Outer Radius: 400.0
$Shockwave Speed: 50.0
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.4
+Min Lock Time: 3
+Lock Pixels/Sec: 60
+Catch-up Pixels/Sec: 100
+Catch-up Penalty: 30
$LaunchSnd: 92
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.5
$Flags: ( "player allowed" "Electronics" "Huge" "Bomb" "No Dumbfire" )
$Trail:
+Start Width: 0.25
+End Width: 0.5
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3
+Bitmap: MissileTrail04
$Icon: iconTagB
$Anim: tagB
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I got it to work...Get this - shockwave speed MUST be set to 0 or else it doesn't work. This should be added ot the Wiki.
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Hmm.. yeah... it appears to be so... kinda interesting... probably just another bug to be fixed anyway.
The old and new way should both work equally well though. New way just allows the use of different multipliers for different types of subsystems
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what's the new style like?
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what's the new style like?
No idea.
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Good now you can use the D-missile in the mission I started. :p
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Oh, I'm almost done with that one...damn difficult mission too :drevil:
Just a few tweaks left on a mission or two..and I got to finish the last mission..and that's that.
Oh, I got to add a few more easter egz :drevil:
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Is there yet a build in which "+NewStyle" is working?
and how do I get it working so that freighters can be disrupted but cruisers no?
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'new style' merely denotes that individual subsystem type multipliers for the disruption effect can be used.
As for how to tweak so that freighters can be disrupted but cruisers wont.. well.. not sure if it can be with electronics option.. (there is a way to set it for EMP)
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'new style' merely denotes that individual subsystem type multipliers for the disruption effect can be used.
that what I need to get one mission working - I need my "NeDisruMis" to take out the engines only - for 30 seconds, so a transport can dock and board a freighter....
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Wouldnt it be easier just to sabotage the engine subsystem with sexps?
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Wouldnt it be easier just to sabotage the engine subsystem with sexps?
no