Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Angelus on August 08, 2009, 02:04:14 pm

Title: Request: Stealth Missile flag
Post by: Angelus on August 08, 2009, 02:04:14 pm
How hard would it be to make missiles stealthy via weapons table flag?

Not visually invisible, rather invisible to the lock-on warning indicators.

The missile should be able to lock on without making the threat indicator start flashing on the HUD, also the audible warning beep should be disabled.

After a while in "stealth-mode" the missile spawns a child, the same missile actually, which doesn't has that flag and the audio warning and the HUD warning shop up, kinda like the warhead has been activated and thus the missile is "visible" again.



Title: Re: Request: Stealth Missile flag
Post by: Colonol Dekker on August 08, 2009, 02:14:52 pm
A second non-stealth stage being fired from a first stage with stealth attribute. :yes:
Title: Re: Request: Stealth Missile flag
Post by: Sushi on August 08, 2009, 02:16:45 pm
Why spawn a new missile? Why not just have the stealth flag be a time value, that says how long the missile is stealthy before it registers? If the stealth time is longer than the missile lifetime, the missile is stealthy until/if it hits. If it's 0, it's never stealthy at all.
Title: Re: Request: Stealth Missile flag
Post by: Angelus on August 08, 2009, 02:19:41 pm
Why spawn a new missile? Why not just have the stealth flag be a time value, that says how long the missile is stealthy before it registers? If the stealth time is longer than the missile lifetime, the missile is stealthy until/if it hits. If it's 0, it's never stealthy at all.


Well, that was my first thought, but i assumed it would be easier to implement the flag without any "extras". :D
Title: Re: Request: Stealth Missile flag
Post by: Dragon on August 08, 2009, 04:07:21 pm
I think that it would be better to make it a table entry that defaults to 0.
There's one more thing I'd like it to do, if a bomb is in stealth mode it cannot be targeted, but turrets are still shoting at it, maybe also less accurately.
Title: Re: Request: Stealth Missile flag
Post by: Angelus on August 08, 2009, 04:28:02 pm
Well, the AI shouldn't be able to target missiles/ bombs with the stealth flag.
Title: Re: Request: Stealth Missile flag
Post by: Solatar on August 08, 2009, 08:40:18 pm
Just because you can't target it doesn't mean a gunner can't shoot at it with a flak cannon/blob turret.

Albeit it would be a less accurate shot, which could be taken into account.
Title: Re: Request: Stealth Missile flag
Post by: Angelus on August 14, 2009, 02:52:39 pm
Just because you can't target it doesn't mean a gunner can't shoot at it with a flak cannon/blob turret.

Albeit it would be a less accurate shot, which could be taken into account.

The idea was that nobody, not even the AI, can see the missile until it gets activated, either via spawn or the time value Sushi suggested.
Title: Re: Request: Stealth Missile flag
Post by: Galemp on August 14, 2009, 08:15:37 pm
Not visually invisible, rather invisible to the lock-on warning indicators.

Thus turret gunners could target it visually, but with reduced accuracy.
Title: Re: Request: Stealth Missile flag
Post by: Angelus on August 15, 2009, 04:02:41 am
Not visually invisible, rather invisible to the lock-on warning indicators.

Thus turret gunners could target it visually, but with reduced accuracy.

Maybe it's possible to add a second flag, something like "stealth-visible"so that AI can target 'em.