Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: PeterDön on January 06, 2010, 09:43:55 am
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Hi guys, I'v made a new ballistic fighter weapon for the shivans, but when I give them to them they dont use it, just their missiles. But when I put it on an terran or vasudan ship, it works.
I'v been all over FreeSpace Wiki and tried different things but with no result... any guesses?
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Yes. I guess it would help if you would post that weapon's tbl entry.
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Of course.. (stupid me)
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laser2
@Laser Glow: laser1_2_glow
@Laser Color: 00, 173, 220
@Laser Color2: 00, 173, 220
@Laser Length: 4.7
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.06
$Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.12 ;; in seconds
$Damage: 45
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.9
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 163 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 100
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "stream" "shudder" "ballistic")
$Icon: icon_cylonkew
$Anim: icon_cylonkew
$Muzzleflash: raider_muzzle
$FOF: .5
$Shots: 1
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Did you run debug build? Did the debug build give any warnings, errors, or notifications? Can we see the log file (fs2_open.log)?
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have you set $pcargo size just under the default primary bank?
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ballistic weapons need ammo. Did you add pbank capacity to the ships using the weapon (in ships.tbl)?
$Default PBanks: ( "Cannon" )
$pbank capacity: (25)
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Ahhhhh! Im so stupid, of course! Thanks a million guys! :D
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Ok, i tried to make my new weapon THE only weapon that the terrans use, but I keep getting these errors: Error: Required token = [#End], [$Subsystem:], [Name], or [$Template], found [$Allowed PBanks: (Mec-a].
Here is the table:
$POF file: fighter2t-02.pof
$Detail distance: (0, 80, 300, 900)
$Show damage: YES
$Density: 1
$Damp: 0.25
$Rotdamp: 0.4
$Max Velocity: 0.0, 0.0, 55.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.8, 4.2, 3.8
$Rear Velocity: 0.0
$Forward accel: 3.6
$Forward decel: 1.3
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "MEC-A6" )
$Allowed Dogfight PBanks: ( "MEC-A6" )
$Default PBanks: ( "MEC-A6" )
$PBank Capacity: ( 2 )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" )
$Allowed Dogfight SBanks: ( "Harpoon D" "Infyrno D" "Tornado D" "Piranha" )
$Default SBanks: ( "Harpoon" "Hornet" )
$SBank Capacity: ( 80, 100 )
$Shields: 610
$Shield Color: 100 100 255
$Power Output: 3.0
$Max Oclk Speed: 65.0
$Max Weapon Eng: 150.0
$Hitpoints: 275
$Flags: ( "player_ship" "default_player_ship" "fighter")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 120.0
+Aburn For accel: 0.75
+Aburn Fuel: 400.0
+Aburn Burn Rate: 55.0
+Aburn Rec Rate: 19.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-02
$Ship_icon: iconfighter2t-02
$Ship_anim: ssfighter2t-02
$Ship_overhead: loadfighter2t-02
$Score: 100
$Trail:
+Offset: 0 -6.91 -6.07
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: engine, 35,0.0
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...Can you post the tbl? You have posted the error....
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... and just the ship tbl...
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You probably forgot to add a " or , somewhere in the table.
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The error pretty much states what was wrong...
It found a syntax error somewhere in the ships table (or tbm) files in use by detecting line starting with $Allowed PBanks: (Mec-a where it shouldn't have been. Search the table file(s) for that and you should be able to see what went wrong.
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Well, its not just the PBanks, its the whole ship. Line 181 starts at $Allowed PBanks:
But I cant find anything wrong whit it...
=====>> TERRANS <<=======
$Name: GTF Ulysses
$Short name: TFight
$Species: Terran
+Type: XSTR("Space Superiority", 2939)
+Maneuverability: XSTR("Excellent", 2940)
+Armor: XSTR("Light", 2941)
+Manufacturer: XSTR("Triton / Mekhu", 2942)
+Description: XSTR( " ", 2943)
$end_multi_text
+Tech Description:
XSTR("Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and
Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a
small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones.", 2944)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter01.pof
$Detail distance: (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage: YES
$Density: 1
$Damp: 0.1
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.0, 2.6, 5.0
$Rear Velocity: 0.0
$Forward accel: 2.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "MEC-A6" )
$PBank Capacity: ( 2 )
$Allowed Dogfight PBanks: ( "MEC-A6" )
$Default PBanks: ( "MEC-A6" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 )
$Shields: 380
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 94.0
$Max Weapon Eng: 80.0
$Hitpoints: 180
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 150.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 50.0
+Aburn Rec Rate: 25.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ssfighter01
$Ship_overhead: loadfighter01
$Score: 100
$Trail:
+Offset: -7.75 -2.8 0.75
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 7.75 -2.8 0.75
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0
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is MEC-A6 how the it appears in the $name line of the weapon
also
$PBank Capacity: ( 2 ) goes directly after the $default pbank like with the secondary banks
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Thank you. Got it to work.
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The order of tables are really important as you just witnessed. Place one line in the wrong order and the whole table is broken.
If you are not sure what lines goes where check the wiki entries on weapons.tbl and ships.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl for example) and check in what order they are listed there.
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Ok, using the same tread here so you dont get pissed by a load of them...
Anyways, I was trying to get the flak to spew "shots" in all directions upon detonation (subach HL-7). Well I got it to do that but now the flak explodes at the same range all the time, very close to the ship. Is there anyway to fix this?
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Can we see the table entry of the weapon in question?
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Can we see the table entry of the weapon in question?
$Name: Standard Flak
$Model File: none ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 2500.0 ;; really fast - like AA fire
$Fire Wait: 0.3 ;;
$Damage: 10
$Blast Force: 45.0
$Inner Radius: 30.0 ;; radius at which damage is full
$Outer Radius: 60.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 2.5
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 2000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14" "smart spawn")
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: explo3
$Impact Explosion Radius: 50.0
$Muzzleflash: mflash_small
$Pspew:
+Count: 50
+Time: 1
+Vel: 0
+Radius: 50.0
+Life: 4.0
+Scale: 20.0
+Bitmap: Flak_trail
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holly !!!! thats a subach uber shotgun 14 shots per burst at 0.3 second delay meaning you get hit just over 3 times a second with is over 500 damage points per second and that is without the flack damage
another point is you have upped the velocity from 700 to 2500 this is meters per second so at your maximum range it takes less than a second to go from firing to hitting you also you have halved the range over the original which will make it seem like its exploding close to the firing ship
I would say that your problem is in the balance of the weapon's speed and range. I think you will probably have problems with damage capability as well
put this into perspective
GTF Erinyes has 325 hits and 500 shields
GTVA standard Anti Fighter Beam Shots 3
Damage per second 77
Damage per pulse 193 (total)
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Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.
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Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.
the turrets refire is half the speed of a subach so while you are in the coverage area it is the rough equivalent of having 3 or so fighters after you firing out of a single gunbank
and that is per per turret firing at you
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In general flak and beam weapons should not be mixed with other weapon types
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Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.
the turrets refire is half the speed of a subach so while you are in the coverage area it is the rough equivalent of having 3 or so fighters after you firing out of a single gunbank
and that is per per turret firing at you
The refire rate will be significantly lower than this in practice due to the random turret refire delay added to warships by the default AI profile.
This doesn't necessarily make the weapon balanced, but it's worth keeping in mind unless you're using something like the Fury AI.
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Ok. I reduced the velocity of the weapon and increased it range, but still it explodes close to the ship and I'v noticed that if a fighter/bomber aproches the crusier from the top, ALL guns fire, even the bottom one just straight out and explodes maybe 100m or so from the ship. I messed around a little but got the same results. Something I'm missing?
Tried having a velocity of 700-2500 but same result. Incresed range from 2000 to 3800 but nothing.
$Name: Standard Flak
$Model File: none ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 1800.0 ;; really fast - like AA fire
$Fire Wait: 0.5 ;;
$Damage: 10
$Blast Force: 45.0
$Inner Radius: 30.0 ;; radius at which damage is full
$Outer Radius: 60.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 2.5
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 3800 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14)
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: explo3
$Impact Explosion Radius: 50.0
$Muzzleflash: mflash_small
$Pspew:
+Count: 8
+Time: 1
+Vel: 0
+Radius: 50.0
+Life: 4.0
+Scale: 20.0
+Bitmap: Flak_trail
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which cruiser are you using?
what happens if you use +Weapon Min Range:
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Wait, hang on. I don't think altering weapon range does anything except alter the range at which the AI begins firing it.
You need to alter weapon lifetime instead.
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Tried what you said, nope. Same thing....
$Name: Standard Flak
$Model File: rockeye.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 1800.0 ;; really fast - like AA fire
$Fire Wait: 0.5 ;;
$Damage: 10
$Blast Force: 45.0
$Inner Radius: 30.0 ;; radius at which damage is full
$Outer Radius: 60.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 5.5
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 3800 ;; Limit to range at which weapon will actively target object
+Weapon Min Range: 2000
$Flags: ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 25")
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: explo3
$Impact Explosion Radius: 50.0
$Muzzleflash: mflash_small
$Pspew:
+Count: 8
+Time: 1
+Vel: 0
+Radius: 50.0
+Life: 4.0
+Scale: 20.0
+Bitmap: Flak_trail
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thing is the speed*life of the weapon puts it at 9900 meters as of last post and 4500 for the previous post so its not that.
what ship .pof are you using is it in the community or one done for your mod?
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what ship .pof are you using is it in the community or one done for your mod?
Its the Aeolus crusier....
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I'v noticed that if a fighter/bomber aproches the crusier from the top, ALL guns fire, even the bottom one just straight out and explodes maybe 100m or so from the ship.
That's caused by the "Spawn..." flag. Try adding the "smart spawn" flag (you need 3.6.11).
EDIT: And be careful with spawning a huge number of projectiles at one time. I've had that CTD for me before.
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(you need 3.6.11)
Were do I get it?
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(you need 3.6.11)
Were do I get it?
http://www.hard-light.net/forums/index.php?board=173.0
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Thanks, will try it....
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Ok, did as you said but now the weapon wont even fire at all. I'm using this build: C:\freespace\fs2_open_3_6_11r_INF_SSE.exe
Here is the table:
$Name: Standard Flak
$Model File: rockeye.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 1800.0 ;; really fast - like AA fire
$Fire Wait: 0.5 ;;
$Damage: 10
$Blast Force: 45.0
$Inner Radius: 30.0 ;; radius at which damage is full
$Outer Radius: 60.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 5.5
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 3800 ;; Limit to range at which weapon will actively target object
+Weapon Min Range: 2000
$Flags: ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14 "smart spawn")
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: explo3
$Impact Explosion Radius: 50.0
$Muzzleflash: mflash_small
$Pspew:
+Count: 8
+Time: 1
+Vel: 0
+Radius: 50.0
+Life: 4.0
+Scale: 20.0
+Bitmap: Flak_trail
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You're missing a quote at the end of: "Spawn Subach HL-7, 14
That should be: "Spawn Subach HL-7, 14"
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You're missing a quote at the end of: "Spawn Subach HL-7, 14
That should be: "Spawn Subach HL-7, 14"
Thank you!!!!
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You need to be very carefull with tables, as typos are problematic and may cause table to stop working, but are easy to fix if you know where you might have made one.
You may use debug builds to track such errors down, they will also point you any other mistakes you might have made.
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Thanks for the tip. Do you know any good tutorial how to mod explosions (flak exp, multiple exp, make them last longer)?
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http://www.hard-light.net/wiki/index.php/EFF#EFF
Altering the FPS value in the eff or the ani will do that.
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Thanks. But it really dosent say how to create one or how to modify and were to put them...
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Never mind, I got it! Thanks guys!
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Ok, guys. Im trying to make the "terran huge turret" fire a projectile that makes a bigger explosion but whatever I do the explosion remains the same.
Toughts?
;; Terran Turret Laser 1 (for later missions)
;; ML-16 Derivitave
$Name: @Terran Huge Turret
$Model File: none
$Mass: 0.4
$Velocity: 3000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 3.0 ;; in seconds
$Damage: 4000
$Armor Factor: 1.0
$Shield Factor: 0.15
$Subsystem Factor: 0.15
$Lifetime: 5.0
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("Big Ship" "Huge" "cycle" "particle spew")
$Icon: icongun03
$Anim: LoadMissile04
$Impact Explosion: exp11
$Impact Explosion Radius: 90.0
$Pspew:
+Count: 8
+Time: 1
+Vel: 1
+Radius: 50.0
+Life: 100.0
+Scale: 100.0
+Bitmap: exp11_Particle
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Have you edited $Impact Explosion Radius: 90.0 ?
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Have you edited $Impact Explosion Radius: 90.0 ?
Yes.....? Tought it would make the explosion bigger.
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It might be caused by mv_adveffects-wep.tbm
Terran Huge Turret has a entry in that file with a $Impact Explosion Radius:
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It might be caused by mv_adveffects-wep.tbm
Never heard of it. Where is it located?
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In the mediavps. If your tbm is overridden by the mediavps, you won't see any effects.
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Ok, tried and changed the radius in mediavp but no effect, just the same small explosion...