Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Droid803 on December 26, 2008, 04:18:33 pm

Title: Undocumented Weapons.tbl flags?
Post by: Droid803 on December 26, 2008, 04:18:33 pm
I've been looking through a few weapon tables, and I've found some flags which aren't listed in the wiki.  Here are a few:

"no subsystem targeting"
"reset when idle"
"fire on target"
"salvo mode"

While I can guess what some of them do (like "no subsystem targeting", that's quite obvious), for others I have no idea. I'd like to know what they do.
I'm also curious as to why these aren't listed on the wiki. Do they not exist anymore? Or are they only for specific builds? or have they just not been added yet?
Also, are there any more than what I've listed?

I'd appreciate it if someone could provide some answers. Thanks.
Title: Re: Undocumented Weapons.tbl flags?
Post by: pecenipicek on December 26, 2008, 04:25:53 pm
"reset when idle" - resets turret to its initial position (dont ask me what its doing in the weapons tbl flags...)
"fire on target" - fires on ships target first, if out of range(either weapon or turret field of view)  or obscured, targets normally (dont ask me what its doing in the weapons tbl flags...)
"salvo mode" - multi-part turret only, for example take the orions 3 barreled turrets. salvo mode means all three of them fire simultaneously. depends on the weapon i think.
Title: Re: Undocumented Weapons.tbl flags?
Post by: Wanderer on December 26, 2008, 04:41:41 pm
Those are my subsystem flags... They arent in the trunk but only in wanderer branch so i have documented those only in the related threads.

In short

"no subsystem targeting"
Prevents a turret from targeting cap ship subsystem and forces it to fire at random spots on target's hull instead.

"reset when idle"
Quite easily understandable... If the turret has no target the turret will reset to its initial position after shot wait (1/2 s or some such)

"fire on target"
Prevents turret from firing unless the barrels are aligned with the 'target spot'.. That is normally in fs turret barrels have nothing to do with turret targeting or firing - apart from changing the location where the shots start their travel...

"salvo mode"
Fires the first weapon of the turret (and only first) but it fires it simultaneously from all the barrels.
Title: Re: Undocumented Weapons.tbl flags?
Post by: Droid803 on December 26, 2008, 04:46:06 pm
So, these flags are meant to be put onto a subsystem and not in weapons.tbl?
Title: Re: Undocumented Weapons.tbl flags?
Post by: Aardwolf on December 26, 2008, 10:37:22 pm
Subsystem flags, iirc., so yes.
Title: Re: Undocumented Weapons.tbl flags?
Post by: ssmit132 on December 27, 2008, 01:21:02 am
"fire on target"
Prevents turret from firing unless the barrels are aligned with the 'target spot'.. That is normally in fs turret barrels have nothing to do with turret targeting or firing - apart from changing the location where the shots start their travel...
I've noticed the normal behaviour, and it looks silly. The turret is looking somewhere else, and a blob just pops out in your direction.

Although I haven't noticed this with new ships, even if they don't have these flags (e.g. Blue Planet), maybe I haven't looked at enough high-detail turrets firing.  :blah:
Title: Re: Undocumented Weapons.tbl flags?
Post by: Wanderer on December 27, 2008, 01:30:13 am
Well.. on new ships the obvious fix has been to set the rotation times of the turret so small that it does track the target. However it does look silly at times as the huge turrets rotate 180 in less than a second
Title: Re: Undocumented Weapons.tbl flags?
Post by: Trivial Psychic on January 04, 2009, 09:21:02 pm
Is there a subsystem flag that, when a turret with multiple fire points and an equal number of weapon slots, where each slot has a different weapon assigned to it, forces each weapon to stick to its assigned fire point, even if a swarming primary weapon is included?  I've done some mix-matching with beams and swarming primaries for the triple gun turrets of the ISA Victory (TBP), and the swarming pulse weapon jumps from one fire point to the next, displacing the other weapons from their fire points.
Title: Re: Undocumented Weapons.tbl flags?
Post by: Wanderer on January 05, 2009, 12:21:27 am
Yes

Again only in wanderer branch

"fixed firingpoints"
      - forces game to use only single firingpoint for a specific weapon.
      - maximum of 3 primaries and 4 secondaries.
      - requires "use multiple guns" flag.
Title: Re: Undocumented Weapons.tbl flags?
Post by: 0rph3u5 on January 05, 2009, 07:51:35 am
what about this:

"fire down normals"

found it in Blue Planet's Collosal Railgun...
Title: Re: Undocumented Weapons.tbl flags?
Post by: Wanderer on January 05, 2009, 09:12:37 am
"fire down normals" flag is in trunk.. And it was supposed - AFAIK - to do the same as what the "fire on target" does but at least last time i tested it the flag didnt work well enough (imho). Not sure what is wrong with it.. in the code it seems quite sound.

On quick tests it seems it can give illusion of the barrels tracking the target however closer you are to the turret worse the turret firing gets. For example some distance away triton turrets fire only when barrel to target angle is less than 30 or so while if you are next to the turret it happily shoots through itself.