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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: T-Man on December 24, 2008, 06:49:39 am

Title: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: T-Man on December 24, 2008, 06:49:39 am
I can't help but feel that the SCP coders are gonna throw me out of an airlock for asking this but...

Would it be realistically possible to have an aspect swarm secondary (Hornet etc) able to lock onto a seperate target for each warhead (so essentially multiple aspect locks on the screen at once)?

I can't begin to imagine the code, but i was brainstorming it for a bomber defense weapon in a campaign and wanted to just see how possible it would be to code.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Stormkeeper on December 24, 2008, 09:41:02 am
I distinctly remember this being suggested sometime back, and being shot down (or at least, rejected due to code complexities).
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: chief1983 on December 24, 2008, 09:58:03 am
I was thinking something similar recently, but it would have to be done a bit differently I think.  I was thinking a ship should be able to 'track' up to X number of targets, similar to how it marks asteroids on your HUD when they threaten an Escort ships, except these would be bracketed a different color.  It would just pick the closest hostiles or the ones with the highest priority.  Now, if you had a swarming heatseeking missile, perhaps it could use this list to throw one missile at each target the game has bracketed for you.  Imagine how awesome it would be to be able to launch a volley of missiles at 4 shivans emerging from subspace in their tight little formations, all at the push of a button (from behind if you know where they're coming from in advance even :) ).
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Stormkeeper on December 24, 2008, 07:53:33 pm
It would be cool for a ship to be able to track multi targets, but I don't think that the targets she's tracking should appear on your HUD. It might get distracting with so many brackets on screen.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: chief1983 on December 24, 2008, 10:06:19 pm
Other than every mission feeling like an asteroid mission, I don't know how.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: asyikarea51 on December 24, 2008, 10:24:34 pm
I remember suggesting this too sometime ago, but whoever replied to me said that it's possible with scripting. I can't do a thing without knowing the language though, so there. :lol:

Would be cool to recreate some animated scenes with such a thing... XD
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Commander Zane on December 24, 2008, 11:53:36 pm
I remember suggesting this too sometime ago, but whoever replied to me said that it's possible with scripting. I can't do a thing without knowing the language though, so there. :lol:

Would be cool to recreate some animated scenes with such a thing... XD
Like...Macross Frontier? ;7
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Mongoose on December 25, 2008, 01:01:09 am
Oooh, Itano Circuses. :D
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Stormkeeper on December 25, 2008, 04:08:50 am
Like...Macross Frontier? ;7
Macross Missile Massacre!!!
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Commander Zane on December 25, 2008, 04:34:49 am
Itano Circus, hell yes.
Closest way I got to one was by modifying a Hornet D to have a rearm rate of .01, only then when you push the fire button it doesn't stop launching missiles until you run out (Or if you have unlimited missiles on...hello...).
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: asyikarea51 on December 27, 2008, 01:33:19 pm
Nope, some other show.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Commander Zane on December 27, 2008, 02:42:45 pm
Okay, you'll have to show me this "other show" because I've only seen one show that has 50 missiles lock on to everything in front of someone screen and that's Macross / Robotech.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Mongoose on December 27, 2008, 08:02:53 pm
Okay, you'll have to show me this "other show" because I've only seen one show that has 50 missiles lock on to everything in front of someone screen and that's Macross / Robotech.
The recent anime series Eureka seveN featured similar scenes...mainly because Itano was one of the animators who worked on it. :D
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: JGZinv on December 27, 2008, 09:48:38 pm
Gundam (pick almost any series), Eureka 7, Macross, Cowboy bebop, etc...
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Stormkeeper on December 27, 2008, 10:24:23 pm
Eureka 7 is awesome. But it doesn't have much missile spamming.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Mongoose on December 28, 2008, 03:12:07 am
Eureka 7 is awesome. But it doesn't have much missile spamming.
...you sure you watched the same series I did, chief? :p

And ooh, how did I forget about Bebop.  That aerial combat scene during the movie is nearly orgasmic...

*cough*

On a more on-topic note, I don't know what the feasibility of this feature would be, but it could definitely produce some spectacular visual effects.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Stormkeeper on December 28, 2008, 10:14:30 am
...you sure you watched the same series I did, chief? :p
Pretty damn sure. The only missiles I could remember being launched were from the military KLFs launching their missiles in salvos of 4 that just maintained their lock for very long and also had 90 degree turning. Not the mention The END's lasers.

Quote
On a more on-topic note, I don't know what the feasibility of this feature would be, but it could definitely produce some spectacular visual effects.
For cutscenes and the like, it could really prove useful.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Backslash on December 30, 2008, 01:24:28 am
I was thinking something similar recently, but it would have to be done a bit differently I think.  I was thinking a ship should be able to 'track' up to X number of targets, similar to how it marks asteroids on your HUD when they threaten an Escort ships, except these would be bracketed a different color.
In a way, this already exists: the 'Hotkey list'.  In mission, press F3.  Assign ships to a hotkey (F5-F12) and then go press that hotkey back in game.  I didn't know this existed until two years ago!  I toyed with expanding this a year ago and made some hacky progress, but haven't had time to do more.
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It would just pick the closest hostiles or the ones with the highest priority.
That's the trick.  I couldn't come up with a good way to keep track of the ones with highest priority besides doing it manually in-flight.  Or having it select EVERYONE :lol:  I did come up with new keys for multitargeting "all ships in target's wing", "all ships attacking target" and "all ships attacking me".  Only problem is, we can't add any controls until the new pilot code in 3.7.
Quote
Now, if you had a swarming heatseeking missile, perhaps it could use this list to throw one missile at each target the game has bracketed for you.  Imagine how awesome it would be to be able to launch a volley of missiles at 4 shivans emerging from subspace in their tight little formations, all at the push of a button (from behind if you know where they're coming from in advance even :) ).
Indeed, this sounds awesome and I want it to happen.  I wish I had more time to try and work on this myself, but I'll be glad to help someone by pointing out places in the code that would be involved...
It would be cool for a ship to be able to track multi targets, but I don't think that the targets she's tracking should appear on your HUD. It might get distracting with so many brackets on screen.
Oh it's distracting, but it's also frelling awesome, especially if they have lead indicators.  Imagine: flying at a wing of bombers, firing primaries at the closest one while locking on another with secondaries.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: JGZinv on December 30, 2008, 01:51:48 am
Quote
It would just pick the closest hostiles or the ones with the highest priority.
That's the trick.  I couldn't come up with a good way to keep track of the ones with highest priority besides doing it manually in-flight.  Or having it select EVERYONE :lol:  I did come up with new keys for multitargeting "all ships in target's wing", "all ships attacking target" and "all ships attacking me".  Only problem is, we can't add any controls until the new pilot code in 3.7.


Here's your solution... keep the number of targets limited to what is within the field of view of the cockpit on the ship. Set a high recalculation/refresh rate. Set it up like the FOF or FOV on a locking missile or a turret, then apply that to the cockpit and link it to the display you've described you've got working already. May even be able to do it if you mount a fake turret near the cockpit or maybe even inside one, then use that turret's functions like a targeting computer (code wise/function wise) to slave the rest of the ship weapons to it.

Essentially.. it'd be a like a laser marker for an air strike almost, or a salvo fire control, or even perhaps cap ship style turret control... if it could be expanded upon. The basic function as is should give you what you need if it can be combined. May even help with those bouncing beams we were thinking about.

Anything up and new going on?

~J
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: CaptJosh on January 04, 2009, 04:30:19 am
Swarming fire and forget homers that could pick different targets based on the direction they were fired and proximity to targets would be good for Fate of the Galaxy since it would allow them to use the cluster seeker missiles from Rogue Squadron 3D if they wanted to.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: chief1983 on January 04, 2009, 04:35:58 am
Those are probably one of the last weapons we're concerned with if that's the only game it was in.  Unless it somehow adds a necessary gameplay mechanic.  Just so no one thinks they should work on that on our behalf only to see it go unused.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: CaptJosh on January 04, 2009, 04:39:35 am
I know. It's the only thing I could immediately think of, is all.
Title: Re: IDEA/REQUEST: Multi-aspect locking. Possible?
Post by: Commander Zane on January 04, 2009, 04:46:47 am
Those are probably one of the last weapons we're concerned with if that's the only game it was in.  Unless it somehow adds a necessary gameplay mechanic.  Just so no one thinks they should work on that on our behalf only to see it go unused.
I'd abuse the hell out of them. :nod: