Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Wanderer on May 30, 2010, 03:26:32 pm

Title: External weapons
Post by: Wanderer on May 30, 2010, 03:26:32 pm
Something which might make external weapons slightly more interesting.

Adds option to have launcher style secondary weapon external model instead of missile style.

Adds an option to have game alternating external weapon models firingpoints (uses the 1st gun bank) in addition to in game weapon banks. So different external models could now have different number of firing points and this would be seen in the game.



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Title: Re: External weapons
Post by: headdie on May 30, 2010, 04:12:09 pm
am i right in thinking this is like having something like a 12 round rocket pod with its own firing points on the external model instead of the ones supplied with the ship
Title: Re: External weapons
Post by: General Battuta on May 30, 2010, 04:27:44 pm
I believe launcher style secondary externals work...
Title: Re: External weapons
Post by: Dragon on May 30, 2010, 04:49:42 pm
They do, but rather unrealistaically.
This patch makes them much better, but I'd recommend moving the launcher option to a table, where a modder will be able to define if a weapons should use launcher type or not.
I can't wait for it to be integrated to code, so BP will be able to adopt it's missile pods for that.
Title: Re: External weapons
Post by: Trivial Psychic on May 31, 2010, 07:26:24 pm
For tabling, you'd either have to include it in the main weapons table under a new category, or in an entirely new table, which might as well classify it as a Tertiary system... for which you'd have to wait until Haley's Comet makes a return before it'll happen.  Therefore, including it into the existing weapons table seems to be the best option.  Where we currently have Primaries (including beams) and secondaries... and perhaps even countermeasures, but that may have been lumped into secondaries, I can't remember.  Your new category could be "launcher", with an option for mounting either primaries or secondaries, but preferably not both in the same launcher pod.  Power usage would probably be nil, and if the launcher is loading primaries, it would probably dictate the usage of the primary type, perhaps multiplied by however many of each weapon the pod mounts, say if it mounts 3 x Kaysers, then the power usage would be 3 times the Kayser's normal drain.  That said, since the number of firepoints in a bank on a ship doesn't multiply the drain factor of the weapon being used, so perhaps that's not a good idea.

Moving on, you'd almost need something akin to the allowed bank and bank capacity fields from the ships.tbl, so you could limit what types of missiles or guns could be carried and how many per pod.  Then, the launcher name would be added into the allowed bank for any external secondary bank.

Later!
Title: Re: External weapons
Post by: Dragon on June 01, 2010, 01:46:31 am
Wanderer's solution is much easier, it's just a modification to external weapons system.
There's no need for a new category, launchers are associated with weapons.
They work fine now, but Wanderer's patch makes them much better.
Title: Re: External weapons
Post by: Don-DiZzLe on June 01, 2010, 09:46:05 am
Ehm how do I apply this patch on linux?
Title: Re: External weapons
Post by: The E on June 01, 2010, 09:49:06 am
If you have a checkout of the sourcecode, you can use the svn commandline utility to apply the patch to your checkout. Then you need to build an executable, and voila.
Title: Re: External weapons
Post by: chief1983 on June 01, 2010, 10:02:59 am
Copy it to your fs2open source folder, cd to it, and run patch -p0 < blah.diff or something like that.  You probably don't need to even use the svn specific patcher.
Title: Re: External weapons
Post by: Nuke on June 02, 2010, 01:41:11 am
so we can now have modular rocket pods? cool. now make it possible for external weapons to be shot off :D
Title: Re: External weapons
Post by: Wanderer on June 05, 2010, 12:03:14 pm
Sooo... What shall we do with this?
Title: Re: External weapons
Post by: Thaeris on June 05, 2010, 12:23:17 pm
This should help DEFCON FreeSpace greatly...
Title: Re: External weapons
Post by: Dragon on June 05, 2010, 12:34:21 pm
And WiH, as well as any other mod that uses Steve-O's ships (Nuke would most likely also find a way to exploit the new features).
Title: Re: External weapons
Post by: Nuke on June 05, 2010, 05:32:36 pm
And WiH, as well as any other mod that uses Steve-O's ships (Nuke would most likely also find a way to exploit the new features).

would pdobibly need to model some rocket pods first
Title: Re: External weapons
Post by: Dragon on June 10, 2010, 05:41:43 am
Steve-O made a couple of rocket pods, some of them are available to public, some only to BP team.
EDIT: Just realized it was Nuke that posted it (it's freakishly hot here in Poland  :)).
Title: Re: External weapons
Post by: Nuke on June 10, 2010, 06:01:09 am
yea i figure nukemod already has ships which are setup for external hardpoints, its just a matter of modeling a few pods.