Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on July 22, 2009, 04:03:52 pm

Title: Sensors / Radars / Communications
Post by: Starman01 on July 22, 2009, 04:03:52 pm
A question for the Coders :

Quote
"engine" (all engines destroyed = ship disabled)
"radar" (optional, no real function, but recognized by the engine)
"turret" (obvious)
"navigation" (originally governs warp capability -
"communication" (player ships get static or miss messages. No known effect on hostile ships)
"weapons" (fighters can't fight and blow up after a while if they're part of a wing, capships' turrets lose greatly in accuracy)
"sensors" (targetting doesn't work anymore on player ships)

I need some additional info regarding Sensors, Radar and Communication

Please tell me what effect the destruction of each subsystem has on

a) player ship
b) enemy or friendly fighter
c) enemy or friendly capital vessel

Thanks a lot in advance :)

B/R

Starman
Title: Re: Sensors / Radars / Communications
Post by: Galemp on July 22, 2009, 04:07:15 pm
I'd be interested to see this too--what are the actual in-game effects tied to subsystem destruction?
Title: Re: Sensors / Radars / Communications
Post by: Rodo on July 22, 2009, 05:15:26 pm
difficult to define also, since disable/destroyed subsystems are the same for the engine and the campaign.. something I've never understood ^^

I think I can help with one of those:

Radar does nothing IIRC, no mater what ship/side.
Comm AFAIK only affects the player's function to target, no effect on cap ships or fighters no mater the faction.
Title: Re: Sensors / Radars / Communications
Post by: Nuke on July 22, 2009, 06:07:01 pm
i think radar is just for radar dishes, if sensors are knocked out, they are supposed to stop spinning. or something.

i personally wouldnt mind having more subsystem linked damage effects. such as:

manuvering/rcs: ships loose agility when damaged or cant turn at all when destroyed
weaponbanks: player looses the ability to use individual weapons, and potentially looses ammo. also makes it possible to shot off external weapons. can self repair but ammo is lost until a support ship is called
reactor: causes a really big explosion when destroyed, but otherwise the ship is still functional
targeting: loose the ability to lock on as fast or at all
shields (they might be in already):, loose the ability to recharge shields as fast or at all
weapon battery: weapons dont recharge as fast
stabilizers: ship kind of forced into glide mode/conservation of momentum/angular momentum
afterburner: loss of afterburner performance or total failure
Title: Re: Sensors / Radars / Communications
Post by: Tomo on July 24, 2009, 06:06:49 am
Some of those are already FREDable, the remainder are probably scriptable.

Those seem like more sensible places for that kind of feature, as it'll be different for every mod.

If it's something that happens for every mission in a particular campaign, then a script is like to be the best place for it as it's less to accidentally forget in your FREDding.

All that said, the current effects of losing a subsystem were discussed in http://www.hard-light.net/forums/index.php/topic,64100.0.html

(Unfortunately it then got a bit distracted and Battuta locked the thread)
Title: Re: Sensors / Radars / Communications
Post by: Nuke on July 24, 2009, 10:01:18 am
sexps arent really good for implementing things for every ship in a mission/every mission in a mod. also while scripting can do some of the less interesting ones in that list quite effectively. but many couldnt be pulled off mainly because the scripting features arent there to do so. ive managed to do quite abit with scripting, and even then anything i do usually requires a ton of dirty hacks to pull off it seems like every time i add a cool new feature, i end up breaking something else in the game. any time i want to do something fancy i often end up having to add a new function to lua.cpp, which is already a hefty 11000 lines of code.