Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on April 14, 2011, 10:30:00 am
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Here is the nightly for Windows on 14 Apr 2011 - Revision 7118
Group: Inferno
fso-WIN-Inferno-20110414_r7118.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20110414_r7118.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20110414_r7118.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20110414_r7118.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20110414_r7118.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20110414_r7118.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20110414_r7118.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20110414_r7118.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20110414_r7118.md5)
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r7113 | The_E | 2011-04-11 10:44:33 -0500 (Mon, 11 Apr 2011) | 2 lines
Changed paths:
M /trunk/fs2_open/code/ship/shiphit.cpp
Requested by Axem: Allow beams to tag targets.
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r7115 | The_E | 2011-04-12 08:32:27 -0500 (Tue, 12 Apr 2011) | 2 lines
Changed paths:
M /trunk/fs2_open/code/ship/shiphit.cpp
Of course, I did it wrong. However, this works now.
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r7116 | Zacam | 2011-04-12 18:35:58 -0500 (Tue, 12 Apr 2011) | 2 lines
Changed paths:
M /trunk/fs2_open/code/ship/shiphit.cpp
Reported by chief1983, adds closing brace to line 2346.
Mac's should be happy now.
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TAG BEAMS GET :DDDDD
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\O/ laser desginator on their way!
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i scripted a laser designator months ago
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can you tag specific subsystems or is still general ship?
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i scripted a laser designator months ago
Nuke bro, the fact that you do not document your work or make any effort to publicize it and explain how it can be integrated into mission design means it's gonna get overlooked.
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i scripted a laser designator months ago
Nuke : i know as i was playing around your scripts last days ^^
I was thinking with this build feature about making a laser designation turret mounted on cap ship ;)
A little weird question though : does tag works in multiplayer? coop or tvt?
i mean a player tag and another shoot it's weapon that require tag?
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That's actually a nice idea to implement. I don't see why it wouldn't work.
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i scripted a laser designator months ago
Nuke bro, the fact that you do not document your work or make any effort to publicize it and explain how it can be integrated into mission design means it's gonna get overlooked.
i make no attempt to promote my work, mainly because it sucks. :D
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Well i'm slowly thinking about it but playing with laser designation in dcs a10c and dcs blakcshark gave me some idea:
having a mounted laser with 4 mode : 4 different laser frequency (color) how it would work:
The tagger would decide one of the color for its laser designator while the other player with the missile select the same color tracking mode for its missile.
In multiplayer scenario this would allow single designation with a whole team synced on the same laser color (all missile would reach the same target) or two tagger and well you may have a tagger on red and two shooter with the red things while you would have on tagger with a blue designator and the two other player synced with this blue one. (ok the problem is that we would have reach the max player per server limit but you see the idea.
i think this would work with a bunch of lua, but as i am not lua capable yet it won't happen anytime soon.
Of course as a bonus : if you are on the opposite team you may try to guess their color designation and try to return their own missile againt themself :D
The advanced version would be to enter a 4 digit code for your laser frequency when you are tagger and have to enter the samed code for the missile holder : it would allow more security.
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mine will aim either where you are looking (trackir or other view modifier) or can be fixed. a laser dot is shown on any surface the laser happens to hit. any weapon tagged as an lgb will seek the laser spot if it is in the missiles field of view. by jittering the position of the dot you can make the missile evade incoming fire. its sorta like throwing a ball with a dog nearby, it doesn't think it just goes for it, destroying property and knocking over toddlers along the way. so looking at a friendly while the missile is inbound would be a bad idea. i actually plan to make multi-targeting work in a similar way, except locking onto targets in a cone (optionally pointed where you want to look) rather than targets along a ray.