Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Shivan Hunter on April 30, 2011, 04:21:16 pm

Title: Random Tertiary Weapons Test [UPDATED May 02]
Post by: Shivan Hunter on April 30, 2011, 04:21:16 pm
Random mission I made yesterday and today. Implements three tertiary weapons: hull repair, weapons overload and shield recharge [EDIT] and turret jammer. Might implement something against capships as well- temporary turret jammer?

DOWNLOAD (http://www.box.net/shared/v0eo363l02)

Also for some reason this lags the hell out of my FS, see if it happens on your end as well.

Requires MediaVPs unfortunately, since I had to copy the tables of some weapons and I included the graphical updates.
Title: Re: Random Tertiary Weapons Test
Post by: General Battuta on April 30, 2011, 05:38:16 pm
Hrm. Equipment in BP2 does not cause lag. I will look at your SEXPs!
Title: Re: Random Tertiary Weapons Test
Post by: Droid803 on April 30, 2011, 07:21:44 pm
Without even looking, are you making FSO check a billion things every frame.
You better not be, as well, your loadout tends to not spontaneously alter itself in mission.
Title: Re: Random Tertiary Weapons Test
Post by: Shivan Hunter on April 30, 2011, 07:31:10 pm
I think changing the loadout in-mission would actually break this system (well, changing the module installed), but that's only for cheaters and missions with weapon purchasing systems where you'd upgrade your stuff.

Anyway nothing ever repeats with a delay of 0, so at most I'm checking a billion things every second :P

It might not actually be due to this particular mission but I thought I noticed a correlation.
Title: Re: Random Tertiary Weapons Test
Post by: swamper123 on May 01, 2011, 05:41:03 pm
How do I have to ''install'' it exactly?
Title: Re: Random Tertiary Weapons Test
Post by: headdie on May 01, 2011, 05:52:23 pm
treat it like a mod, so create a folder within freespace 2 called say TertiaryMod and a data folder within that then copy the folders in the archive into the data folder, then run like normal
Title: Re: Random Tertiary Weapons Test
Post by: Shivan Hunter on May 01, 2011, 06:36:49 pm
...or better yet just stick the "tertiaryweapons" folder in your FS folder and select it as the mod folder. It has an ini so it'll point to the mediavps.

[EDIT] also the mission itself sucks I'm going to upload a fixed one today with another tertiary weapon
Title: Re: Random Tertiary Weapons Test
Post by: headdie on May 01, 2011, 06:41:07 pm
or you can do that, sorry i merged it with my exsisting random testing folder so wasn't payin much attention to what i didnt need for that lol
Title: Re: Random Tertiary Weapons Test
Post by: swamper123 on May 01, 2011, 08:10:01 pm
Thank both of you very much
Title: Re: Random Tertiary Weapons Test
Post by: bigchunk1 on May 02, 2011, 02:51:57 am
Pretty cool concept:
Spoiler:
Test mission needs a name! Mission specs!
Those tag guys like sticking you with an Uly, yes... bad guys
You can actually 'fire' and 'rearm' the weapons overload module with the secondary trigger. Does not seem to affect anything When I tested so I guess it's ok.
Nice to see that idea GB and Spoon proposed in action. Works pretty decently, and adds lots of tactical options = fun.


Edit: no framerate drop on my end, but using a interval time of 1 instead of 0 divides your sexp computations by 30 - 60 /second depending on framerate.
Then again it could just be all that thunder and nebulae.
Title: Re: Random Tertiary Weapons Test
Post by: Shivan Hunter on May 02, 2011, 03:17:59 am
Test mission needs a name! Mission specs!
Yeah I never touched mission specs lol. That and other stuff fixed in the new mission.

Quote
Those tag guys like sticking you with an Uly, yes... bad guys
Yeah, if they'd let you choose your own loadout you might have taken useful missiles!

Quote
You can actually 'fire' and 'rearm' the weapons overload module with the secondary trigger. Does not seem to affect anything When I tested so I guess it's ok.
the has-secondary sexp doesn't check for ammo. I don't think equipment should be displayed on the weapons list though- this is why I'd prefer a real implementation rather than just using secondaries.

Quote
Nice to see that idea GB and Spoon proposed in action. Works pretty decently, and adds lots of tactical options = fun.
Well, I assume they have it working as well :D just thought I'd release something publicly and stir up some ideas.

Also the lag must not have been due to the sexps since it hasn't happened since.
Title: Re: Random Tertiary Weapons Test [UPDATED May 02]
Post by: swamper123 on May 02, 2011, 09:42:55 pm
i have a huge amount of errors while loading the mission ,I has selected like a mod, went to the tech room and tried to play the mission trough there , Am I doing something wrong?
Title: Re: Random Tertiary Weapons Test [UPDATED May 02]
Post by: Shivan Hunter on May 03, 2011, 12:25:48 am
Is your MediaVPs folder named "MediaVPs_3612"? If not, either rename the folder to that or change the reference to it in my mod.ini. The mission requires MediaVPs as I had to re-tbl some weapons and wanted to keep the graphics updated.