Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: penguin on April 29, 2002, 09:34:57 pm
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I always wondered what the TAG-C missle was for - it doesn't appear in any missions, and no ships could carry it, IIRC. In the weapons.tbl file, it has $Tag level 3. (TAG-A and TAG-B missles both have tag level 2).
So I tweaked ships.tbl, created a mission and used it, but nothing happened, no TAG effect, no damage etc.
Today I looked at the code (file: Ship/ShipHit.cpp, lines 2335-2353), which says (edited for brevity):
if (weapon.tag_level == 1) {
// do TAG level 1 stuff
} else if (weapon.tag_level == 2) {
// do TAG level 2 stuff
} else {
// do nothing
}
hehe, guess that was one of those features that never made it into the released product, but never got taken out of all the files... Looking forward to finding more :D
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PS: I nominate April 28 as a new GTVA holiday: Freespace Liberation Day!
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make it do the SSM, I think that is what it was for, I havn't looked into it, but it should be fairly easy
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there are pofs for the fs1 support ships, but no entries in the tables for them.
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Originally posted by LtNarol
there are pofs for the fs1 support ships, but no entries in the tables for them.
Because they never cleaned out the old models...
As for the TAG-C Thing.... It really should tag, if you look at the weapons table.
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Originally posted by vadar_1
As for the TAG-C Thing.... It really should tag, if you look at the weapons table.
Yeah, but the code does nothing if tag_level == 3 ... and that's what I saw in my mission. The only tag levels that do anything are 1 (no weapons use this) and 2 (TAG-A and TAG-B).
Apparently it was supposed to be a "super tag," at least that's what the description implies, but it looks like it was never implemented -- so it never appears in a mission, but the weapons.tbl and the POF remained...
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Originally posted by vadar_1
Because they never cleaned out the old models...
As for the TAG-C Thing.... It really should tag, if you look at the weapons table.
correction: the apollo, athena, valkyrie, and anubis are not there.
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I guess if you were to change Tag-C from
$Tag: 3 10.0
to
$Tag: 2 10.0
But then it would just be a worthless weapon... I always wondered what that first number meant...
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correction: the apollo, athena, valkyrie, and anubis are not there.
I think he meant the old missile models. ;)
make it do the SSM, I think that is what it was for, I havn't looked into it, but it should be fairly
That would be kind of nice; would make it useful and at the same time distinguish it from the effects of the other two. ;)
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if he doesn't I will
(once I get these damn fighter beams to work :mad: )
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thought you already got those working?
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the fighter beams, well sort of, I can't get them to shut down when you're out of energy, and I can't get the AI to use them, and I can't get more than one bank to fire at a time (though all gunpoints in a bank will fire)
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I remember reading from some gaming magazine that you could tag enemy capital ships and order missile strike at them.
This is what SSM is for, perhaps TAG3 was supposed to do this, but :V: did not for some reason finish that feature.
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1. sorry, i misread (yet again, sigh)
2. good work on the fighter beams Bobboau
3. this is going to sound really stupid, but what is SSM?
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SubSpace Missile. ;) It was basically supposed to be a system where the player targeted something with the targeting laser for a certain amount of time, after which a bunch of missiles/bombs came out of subspace and hit the target. This was one of those things that was dropped out of the game at the last moment.
This is what SSM is for, perhaps TAG3 was supposed to do this, but :v: did not for some reason finish that feature.
There is the targeting laser for that though; I'm not too sure what the original purpose of the TAG-C was. From the tech description, it appears to be a TAG-B with "improved weapon hardpoint compatibility," although there is no ship that can carry it. :p
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SSM = SubSpaceMissle?
If you designate something with the targeting laser (IE, shoot it)
then after a short countdown the designated missles will warp in and fly at the target.
Doesn't work on sath's though. :/
When I tried it, the missles all appeared at a hgue distance from it, then simultaniously explode before they get there. :(
And the Tag C can be used on the Perseus.
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Just to throw a random idea into the works, I always thought that the targeting laser would work much better if it were used to tag a fighter. You would have to keep it hitting the target and the ship providing the fire power would attack it for however long you're able to keep the laser on the ship. Probably impossible to do but...
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Originally posted by Mr. Fury
I remember reading from some gaming magazine that you could tag enemy capital ships and order missile strike at them.
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Now, that we have the source code, we could implement that. After all, it would finally make the TAG missiles useful.
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I just had a weird idea pop into my head for the TAG-C missiles:
When a ship is tagged with a TAG-C missile, any homing missile can be fired without a lock and will home in on the tagged target. And missiles that have a lock on another target will, of course, home in on the target they are locked onto. Also, maybe the accuracy of missiles homing in on tagged targets could be increased.
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I like the idea of the TAG being a SSM caller, because that would allow for them not to be too unbalanced, IE, you could carry 2 tag Cs and call 2 strikes.
Oh, bob, you're gonna have to look for a code refrence to this, but you would probably do something like this for the energy, just do a player.energy = player.energy - current_weapon.energydrain, or whatever.
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Originally posted by YodaSean
I just had a weird idea pop into my head for the TAG-C missiles:
When a ship is tagged with a TAG-C missile, any homing missile can be fired without a lock and will home in on the tagged target. And missiles that have a lock on another target will, of course, home in on the target they are locked onto. Also, maybe the accuracy of missiles homing in on tagged targets could be increased.
Neat idea, and probably not too tough to implement... if your current target is tagged, the aspect-seeking missle could acquire lock instantly. Could be handy.
I don't like the idea of missles that are already locked changing their targets, though... It makes it a little messy if you want to attack a target, but your dumb wingmates keep tagging a cargo container :p Also, how would you handle multiple targets being tagged at once?
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already locked missiles wouldn't change their target [which is what he said]
multiple tagged ships would be handled on a distance-preference - the closer the higher it's preference on being the target autolocked from the tag
and tag C as SSM caller sounds cool
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i figured out what my problem was, basicly I was say 0 when I should have been saying 0.0f :rolleyes:
so the engergy thing is now working in an acceptable maner
all I need to figure out now is why don't the AI use them
I'll take a look at the SSM code and see if this will be easy
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Maybe you need to set a range (game reads it by velocity × lifetime or is specified by the +Weapon Range: setting) for them in the table entry; the AI can mess up when that isn't done properly.
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Originally posted by LtNarol
correction: the apollo, athena, valkyrie, and anubis are not there.
Oh really? :thepimp:
You forgot the PVFr Bast and the GTFr Chronos, sucka!
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Question regarding tag settings.
What exactly is the different effect between tag setting 1 and setting 2. I've presently got a custom weapon set to tag using setting one and it seems to draw more fire than the standard tag A and B (which use type 2).
I've tested this with normal ingame ships as well as the modded Aeron fire support cruiser I'm developing for LoK (which is why I want to know about TAG's).
But I still can't seem to find an specifics between the two.