Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Tantalus53 on January 27, 2009, 12:20:13 pm
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I was thinking about useing a Large missile that i pulled from the GTD Hera on Freespace mods, and makeing it into a type of Long range, Subspace-drive equipped torpedo.
Originaly, i was thinking of setting up these torpedo's as fighters, and just hitting the Kamakazi flag. Let a wave of them jump in when a cruiser/Destroyer is tagged, and have them soar in going nearly 100 MPS, and slam into the enemy and explode.
Problem's with this:
-Sometimes Kamakazi fighters attempt to shake off enemy pilots trying to shoot them down.. and i dont think a missile/Torpedo should do that. (Doesnt seem believable that a bomb about as big as you are would start veering all over the place and attempt to fly alongside a destroyer before finaly hitting it.)
What im thinking:
- Im considering setting it to cruiser, but, it wouldnt be as much of a challenge to shoot down. If four of them came in on a V Formation, the AAA guns would probably finish it off pretty quickly unless it was given a rediculous ammount of armor for a torpedo.
Is there any alternative to this, or do i just have to go with setting it up as a cruiser?
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Why not use the SSM (subspace missile) table.
It does exactly what you want - when you 'tag' a ship, missiles come out of subspace and attack target.
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That sounds choice...
I'll look on FS Wiki for it and test it out.
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:nervous: I cant even find it... Not enough time.
Can someone give me a link? Class is letting out and ide like to jump on this as soon as i get home.
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You want your targeting weapon to be a TAG type 3, and you want your missiles to have their own entry and set up with the Local SSM (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Local_SSM:) property.
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As i look into it, this is not what i am looking for. I want the missiles to just jump in, and come at the target.
To go more into depth, Basically, in the mission prior, the GTD So-And-So has unloaded several large-scale torpedoes from its on-board bays, which are supposed to be used for orbital bombardment while still in an Inter-system subspace jump. Your scrambled from there to tag war ships at the other side so that the missiles will exit subspace and hit those targets to soften up/destroy them before GTD So-And-So arrives. when you tag GTC Cannon fodder, Three of these bombs come out of the node and slam into it. It seems that local SSM would involve another ship to fire these missiles.
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I don't think it needs another ship to fire it, but even if it did, you could just place a stealthed ship 999999km away and have it launch the missiles as needed...
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or even weapon-create ...
( when
( is-tagged "My Ship" )
( weapon-create "" "My Weapon" 9999 9999 9999 0 0 0 "My Ship" )
)
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As far as I understand it the torpedoes themselves jump from subspace without anything needed to fire them. Which is exactly what you want.
Why don't you try it?
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what you want is the regular old SSM code, what you were linked to was 'local' SSM
for normal old SSM code you need a tag type 3 missile (note: you can also use a tag 3 beam) for triggering the strike, under the tag section you add an optional $SSM: entree, this specifies which subspace missile strike definition to use. if you only have one SSM definition then you want to use that one (it would be number 0)
tl;dr
make a tag 3 missile and add
$SSM: 0
under the tag section
now you need to define your subspace missile strikes, this is in the SSM.tbl (if you don't have one make a new one, it's just plane text)
http://www.hard-light.net/wiki/index.php/Ssm.tbl
this is something that has been around seance retail, that some unimaginable brilliant person /*cough*/me/*cough*/ hacked out of the original FS2.exe. unfortunately it was just not quite well enough developed to be useful, but after the source release a lot of things were improved. (like the above SSM index)
what you need for your purposes is something along the lines of
$SSM:
+Weapon: <name of weapon that comes out of subspace here>
+Count: <how many you want to come out at a time>
+WarpRadius: <size of the warp hole>
+WarpTime: <time it takes for the missiles to come out once the strike has been triggered>
+Radius: <radius of the warp ring (not warp hole) along which the missiles will come out>
+Offset: <how far in front/behind the warp ring will be from the thing that triggered it (i.e. the tag missile in your case)>
#end
that would be your ssm.tbl
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Do TAG types 1 and 2 work on beams too? I tried it and it didn't seem to work.
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no
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IIRC you could also use the targeting laser to mark targets assuming it had the SSM entry set.
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(note: you can also use a tag 3 beam) for triggering the strike
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i don't ever remember, but did SSM allow you to do beam weapons, as well? I thought about doing this in an interior-type setting, where a laser grid chases you, and I did not know if doing it through SSM was the better way or not.
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no beams need a ship attached to them.
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Me and bax talked once about doing a much more elaborate setup along the same lines,
but involved using a ship as weapon - then kamikazing it on the static point of impact.
It take a lot more FREDing though.
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I'm tinkering around with it now on my laptop. I'm testing out both SSM and fredding a ship into a missile to see which method flows with the mission better. Ill post some results once i get something satisfactory.
Thanks for all your help. Ill keep reading in case more suggestions come in, but for now, i think this should suffice...
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I was thinking about useing a Large missile that i pulled from the GTD Hera on Freespace mods, and makeing it into a type of Long range, Subspace-drive equipped torpedo.
Originaly, i was thinking of setting up these torpedo's as fighters, and just hitting the Kamakazi flag. Let a wave of them jump in when a cruiser/Destroyer is tagged, and have them soar in going nearly 100 MPS, and slam into the enemy and explode.
Problem's with this:
-Sometimes Kamakazi fighters attempt to shake off enemy pilots trying to shoot them down.. and i dont think a missile/Torpedo should do that. (Doesnt seem believable that a bomb about as big as you are would start veering all over the place and attempt to fly alongside a destroyer before finaly hitting it.)
What im thinking:
- Im considering setting it to cruiser, but, it wouldnt be as much of a challenge to shoot down. If four of them came in on a V Formation, the AAA guns would probably finish it off pretty quickly unless it was given a rediculous ammount of armor for a torpedo.
Is there any alternative to this, or do i just have to go with setting it up as a cruiser?
You should try the Sector Z mission from N64 Starfox. Basically defending a friendly cap-ship from ever larger wings of incoming large missiles, escorted by hostile fighters, is actually quite fun. Atleast, I thought it was.
I'd try cruiser AI with waypoints, autodestruct, special explosion and no dynamic goals and experiment. :)
edit: or howabout an asteroid field with missiles for asteroids ? :D
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or howabout an asteroid field with missiles for asteroids ?
AKA an mine feild.
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Well, they'd be homing mines, not mines with proximity triggers.
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How about moon-sized missiles like in Gurren Lagann? :drevil:
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That, I believe, would be overkill, unless you're attacking mechs that are the size of galaxies (then they're too small).
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With enough detail boxing... and accurate LODing... who knows.
Try it... worse thing can happen is it gets corrupted and never works again.
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worse thing can happen is it gets corrupted and gets disguised as the moon and programed to smash into the earth should the population ever exceed 1000000 after earth loses an apocalyptic war against an overpoweringly super race of anti life beings.
fixed.
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This thread just took a turn to EPIC!
Anyway, any moders out there willing to model out the arc-gurren (http://www.sonymusic.co.jp/Animation/gurrenlagann/mecha/images/arcgurren.gif) and the Chouginga (http://neoshinka.files.wordpress.com/2007/10/chouginga-dai-gurren400.jpg) Dai-Gurren (http://www.sonymusic.co.jp/Animation/gurrenlagann/mecha/images/chogingadaigurren.gif)? :pimp:
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I suspect there might not be enough polygons in the whole world.
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I was actually toying with the idea of how one could make a Gurren Lagann style FS campaign the other day. You could start with some people on a nearly-primitive earth digging up an old fighter that once belonged to Alpha 1. Having typed that though, it might be more appropriate to find it in space.
Anyhow you find this old fighter and start fighting back against the Shivans, who have been fighting humanity as long as anyone can remember and as far back as any records show. You take on the title Alpha 1, and it is revealed that there have been countless Alpha 1s going all the way back to the Great War, and a never ending cycle of Terrans rising up to fight the Shivans only to be beaten to the brink of extinction.
With each cycle, the current Alpha 1 does more, fights harder, and further amplifies the legend. Eventually this escalates to you singlehandedly eradicating all the Shivans and saving the day, etc.
I was thinking it would be cool to retexture whatever ships end up getting used to make them look more... stylish than realistic. All the Shivan ships would have to have massive sharp teeth painted on them, for instance. It would also be fun to redo some of the pivotal missions from FS1 and 2 in the style of this campaign: as if someone were looking back on the events from thousands of years in the future. That is to say, what we've played is what really happened and this would be the over-the-top, embellished story handed down for hundreds of generations. (As if 'Good Luck' isn't epic enough already!)
Yeah, just thought I'd mention that. It's late, that might not be as clear as it seems to me. Maybe I should make a full thread about it...