Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Rico on April 05, 2009, 08:33:45 pm

Title: TAG weapons
Post by: Rico on April 05, 2009, 08:33:45 pm
Are TAG weapons script based for the FS2 mission "A Game of TAG" or is it something in the weapons config?

Hope the latter, got an idea for it  :drevil:
Title: Re: TAG weapons
Post by: Aardwolf on April 05, 2009, 09:12:32 pm
I think the main thing that was sexp'd in that was keeping the warships from firing without you tagging stuff. Even otherwise I think they will do *something*

Pet peeve: You could probably try using them in a mission, or look in FRED to see what sexps there are having to do with tag missiles, or look on the wiki... there are a number of ways to find out on your own, and probably learn a bunch of other useful things in the process
Title: Re: TAG weapons
Post by: Rico on April 05, 2009, 10:59:43 pm
yep I was going to do that, just thought i'd ask since chances were someone had already done extensive research  :nervous:
Title: Re: TAG weapons
Post by: Dragon on April 06, 2009, 02:11:17 am
Warship turrets were blocked by "turret tagged only" SEXP.
It can be found under "change" category(In FSO you need to look into turrets catgory inside it).
TAG effect was defined in tables.
Hope that helps.
Title: Re: TAG weapons
Post by: Galemp on April 06, 2009, 07:22:08 am
To compensate they're almost always armed with Ultra AAA anti-fighter beams.
Title: Re: TAG weapons
Post by: Rico on April 07, 2009, 01:58:44 am
So if you use a tag missile in a custom mission without the SEXP's then does it tell the capital ships to target the fighter? (while not locking the other weapons)
Title: Re: TAG weapons
Post by: Dragon on April 07, 2009, 08:33:07 am
I think it prioritizes the fighter for capship turrets ,but I don't know if it works on TAG level 1.
Read what wiki has to say about TAGs:
http://www.hard-light.net/wiki/index.php/GTM_TAG-A
http://www.hard-light.net/wiki/index.php/GTM_TAG-B
http://www.hard-light.net/wiki/index.php/GTM_TAG-C
http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Tag:
There's almost everything you need to know about TAG missiles.
TAG lvl 3 initiates SSM barrage instead of marking ,but it only works when SSM table is set and you're getting into modding here. I think it's everything I have to say about them.
Title: Re: TAG weapons
Post by: Rico on April 07, 2009, 11:50:09 am
I'm just asking to see if its worth making an 'updated' TAG missile for my mod, thats assuming the missile is worth having, seems that its useful against stealth fighters but thats about all its special for, other then that you might as well use a normal missile
Title: Re: TAG weapons
Post by: Dilmah G on April 10, 2009, 09:49:04 am
I'm just asking to see if its worth making an 'updated' TAG missile for my mod, thats assuming the missile is worth having, seems that its useful against stealth fighters but thats about all its special for, other then that you might as well use a normal missile

Just use a bit of sexp-ing with the normal TAG missiles I think.
Title: Re: TAG weapons
Post by: boewolf on April 12, 2009, 07:41:15 am
I'm just thinking of a concept that might prove to be more reliable for TAG weapons.  A missile that emits a shock wave that leaves a similar energy signature on the hulls of all small craft in the blast radius.  Obviously cap ship turrets and computers are capable of telling friend from foe.  As a one click launch and one click detonate would probably work best for this type of weapon.  Is something like this possible?
Title: Re: TAG weapons
Post by: Dilmah G on April 12, 2009, 08:43:25 am
I'm just thinking of a concept that might prove to be more reliable for TAG weapons.  A missile that emits a shock wave that leaves a similar energy signature on the hulls of all small craft in the blast radius.  Obviously cap ship turrets and computers are capable of telling friend from foe.  As a one click launch and one click detonate would probably work best for this type of weapon.  Is something like this possible?

Couldn't that be achieved by modifying the EMP missile?
Title: Re: TAG weapons
Post by: Rhymes on April 12, 2009, 09:49:19 am
Actually, it sounds more like the Infyrno, with the whole remote detonation thing. Actually, if you replaced the blast damage with some kind of blast TAG effect, it would probably work pretty well.
Title: Re: TAG weapons
Post by: boewolf on April 13, 2009, 07:13:29 am
I've been playing with a table entry to try and create a shock wave based TAG weapon.  The thing is I don't know how to apply the TAG effect to the shock wave.  After looking at the EMP effect and comparing that table entry to the TAG table entry, the EMP uses both a flag and $EMP Time: command.  Not knowing anything about the coding of things I have hit a dead end.

Currently I have tried editing existing table entries but that lead to a dead end (from my understanding anyway).   This is my table if I have done something wrong.

$Name: TAG-D
+Title: XSTR("GTI TAG-D Missile", 3373)
+Description:
XSTR(
"Standard Issue
Area Effect
Fighter Suppression Weapon", 3374)
$end_multi_text
+Tech Title: XSTR("GTM-11 Infyrno", 3375)
+Tech Anim: Tech_GTM-11_Infyrno
+Tech Description:
XSTR(
"Using the Same triggered detonation system as the Infirno, the TAG D missile is designed to be coat the hulls if fighters and bombers with a short lived energywave coating similar to previos TAG missiles. Also for advenced targeting of the enemy in hostile nebula enviroments and to uncloak stealth fighters.", 3376)
$end_multi_text
$Model File: infyrno.pof
$Mass: 20.0
$Velocity: 120.0
$Fire Wait: 5.0
$Damage: 150 ;; damage applied when within inner radius
$Blast Force: 0.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 300.0 ;; max radius for attenuated damage
;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none.
$Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.0
$Shield Factor: 0.0
$Subsystem Factor: 0.0
$Lifetime: 7.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: NO
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 1.0
; +View Cone: 180.0
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed"
    "Spawn Cluster Bomb Baby, 14" ;; Create 15 "Cluster Baby" children on detonation
    "Bomb"
    "Remote Detonate") ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.25 ;; Width of trail nearest missile
    +End Width: 0.75 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.5 ;; how many seconds before trail disappears
    +Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconInfyrno
$Anim: infyrno
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$Tag: 2 11.0 ;; tag level : 1-3 and duration in seconds
Title: Re: TAG weapons
Post by: james777 on April 18, 2009, 03:15:37 pm
I think you should remove the "Spawn Cluster Bomb Baby, 14"
Title: Re: TAG weapons
Post by: james777 on April 19, 2009, 04:04:58 am
fixed it.  :blah: well... i dont know about the shock wave but i removed the "Spawn Cluster Bomb Baby, 14" and made it tag level 3
Code: [Select]
$Name: TAG-D
+Title: XSTR("GTI TAG-D Missile", 3373)
+Description:
XSTR(
"Standard Issue
Area Effect
Fighter Suppression Weapon", 3374)
$end_multi_text
+Tech Title: XSTR("GTI TAG-D Missile", 3375)
+Tech Anim: Tech_GTM-11_Infyrno
+Tech Description:
XSTR(
"Using the Same triggered detonation system as the Infirno, the TAG D missile is designed to be coat the hulls if fighters and bombers with a short lived energywave coating similar to previos TAG missiles. Also for advenced targeting of the enemy in hostile nebula enviroments and to uncloak stealth fighters.", 3376)
$end_multi_text
$Model File: infyrno.pof
$Mass: 20.0
$Velocity: 120.0
$Fire Wait: 5.0
$Damage: 150 ;; damage applied when within inner radius
$Blast Force: 0.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 300.0 ;; max radius for attenuated damage
;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none.
$Shockwave Speed: 80.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.0
$Shield Factor: 0.0
$Subsystem Factor: 0.0
$Lifetime: 7.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: NO
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 1.0
; +View Cone: 180.0
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed" "Bomb" "Remote Detonate") ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.25 ;; Width of trail nearest missile
    +End Width: 0.75 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.5 ;; how many seconds before trail disappears
    +Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconInfyrno
$Anim: infyrno
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$Tag: 3 11.0 ;; tag level : 1-3 and duration in seconds
Title: Re: TAG weapons
Post by: Aardwolf on April 20, 2009, 02:15:26 pm
Quote
Using the Same triggered detonation system as the Infirno, the TAG D missile is designed to be coat the hulls if fighters and bombers with a short lived energywave coating similar to previos TAG missiles. Also for advenced targeting of the enemy in hostile nebula enviroments and to uncloak stealth fighters.

The previous TAG missiles did not work by "[coating] the hulls [of] fighters and bombers with a short lived [energy-wave] coating". Also, that makes no sense.

Pet Peeve: I've never seen so many grammar and spelling errors. Also, you managed to make up your own spelling of a word, different both from the correct spelling of the word, 'inferno', and the missile name, 'Infyrno".
Title: Re: TAG weapons
Post by: Rapsodius on May 02, 2009, 10:52:50 am
Here's a better approximation to the problem:

Code: [Select]
$Name:   TAG-D
+Title: XSTR("GTI TAG-D Missile", -1)
+Description:
XSTR(
"Special Issue
Area Effect
Fighter Tagging Weapon", -1)
$end_multi_text
+Tech Title: XSTR("GTI TAG-D Missile", -1)
+Tech Anim: none
+Tech Description:
XSTR(
"Based on the Multiple firing technology than the cluster bombs, the TAG D missile is designed to launch a barrage of submunitions with a small engine and a short life electronics device based on previous TAG missiles", -1)
$end_multi_text
$Model File: whatever.pof
$Mass: 20.0
$Velocity: 120.0
$Fire Wait: 5.0
$Damage: 30 ;; damage applied when within inner radius
$Blast Force: 2.2
$Inner Radius: 50.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 150.0 ;; max radius for attenuated damage
;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none.
$Shockwave Speed: 100.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.4
$Shield Factor: 0.3
$Subsystem Factor: 0.0
$Lifetime: 7.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: NO
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed"
    "Spawn Child TAG, 14" ;; Create 14 "Child TAG" children on detonation
    "Bomb"
    "Remote Detonate") ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.25 ;; Width of trail nearest missile
    +End Width: 0.75 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 1.5 ;; how many seconds before trail disappears
    +Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconInfyrno
$Anim: infyrno
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0

Basically this throws some tagging missiles, I think it's not possible to "tag with a shockwave". To put this to work, you should also put the following child Tag missile:

Code: [Select]
$Name:                                 Child TAG
$Model File: taga.pof
$Mass: 20.0
$Velocity: 400.0
$Fire Wait: 3.0
$Damage: 1 ;; damage applied when within inner radius
$Blast Force: 10.0
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 0.1
$Shield Factor: 0.1
$Subsystem Factor: 0.1
$Lifetime: 5.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1 ;; Amount of space taken up in weapon cargo
$Homing: YES
        +Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+View Cone: 40.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 92                                           ;; The sound it makes when fired
$ImpactSnd: 88                                           ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ("child")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25                                         ;; Width of trail nearest missile
+End Width: 0.5                                          ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life:                          0.3                                          ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconTagA
$Anim: tagA
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
$Tag: 2 11.0 ;; tag level : 1-3  and duration in seconds

As you see This is a cluster TAG bomb and the Child Tag is only TAG-A with heat seeking,so you can get them into chasing fighters right after the TAGD is detonated