Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on July 01, 2009, 02:15:34 pm

Title: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: Trivial Psychic on July 01, 2009, 02:15:34 pm
Again, this is not a suggestion that I have any need for or intention of using, but it could be A. easy to implement and B. useful to one team or another, so here we go.

I propose that the function that toggles dual-fire mode, be made to perform other, similar options.  Perhaps, a numeric value could be used in the table to override the multiply-default-number-of-missiles-launched-by-two function, so it would multiply the number of missiles fired by 3 or 4.  One could perhaps even allow the use of a "-1" value to tell the game to empty the entire bank when fired.  That way the player could fire off individual bombs to take out things like turrets and engines while still causing hull damage, or empty the entire bay contents into the target if they want to take out the target cap-ship as quickly as possible.
Title: Re: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: Dragon on July 01, 2009, 02:34:40 pm
Something like that may get handy for WCS, in WC3 you had one key to cycle throught missile hardpoints and other one to arm the hardpoint.
It would be great to have something like that in FS ,especially coupled with being able to set each bank to: disarmed, armed, double, all tubes, all warheads.
Similar thing would also be a good idea for primaries (disarmed, cycle, pairs, full).
This feature will certainly be very useful for FoTG.
Title: Re: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: chief1983 on July 01, 2009, 04:48:59 pm
What happens when you give a secondary bank more than two firepoints?
Title: Re: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: Dragon on July 01, 2009, 07:09:26 pm
In retail (and current SCP) it just cycles between points, in my suggestion it acts like in retail when in "armed" and "double" modes, with "all tubes" it launches as many missiles as you have firepoints, and in "all missiles" is fires all missiles regardless of number of firepoints.
Title: Re: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: Trivial Psychic on July 02, 2009, 09:33:44 am
I was still thinking that each missile would only have two fire modes, that would negate the need to add any special interface additions.  This proposes to allow the 2nd fire mode to perform alternate behavior on a per weapon basis, depending on what the modder wants.  For example, an attack bomber has two banks, one with an anti-fighter missile and the other with bombs.  The anti-fighter missile fires single missiles in default mode, and 4 missiles in the 2nd mode.  The bombs on the other hand, fire singly in default mode, and in 2nd mode will deplete the whole bank when fired.  I'm not concerned with the whole armed/disarmed thing.  As far as I'm concerned, its armed when its selected.
Title: Re: Feature Suggestion: Customized Fuction for Dual-Fire Mode
Post by: Nuke on July 03, 2009, 12:46:17 am
this is actually a pretty good idea. i also kind of need a way to disable dual fire on some weapons (like drones). i say you make it one numerical value, the number launched in dual fire mode. the default would be 2. if set to 1 then dual fire mode would be the same as single fire mode. 0 would act sort of like a safety, not firing any weapons. -1 would empty the bank. any other number would fire that many. i could use this on ships with external missiles, where it wouldlook kind of awesome to launch them all. though i think in some cases it wold be a good idea to have more than two modes.