Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LoneKnight on August 16, 2011, 07:52:56 pm

Title: Subspace Missiles (SSMS)
Post by: LoneKnight on August 16, 2011, 07:52:56 pm
I stumbled upon the Targeting Laser and thought it might be cool to do some laser-designated bombing. Unfortunately a lot of other people already beat me to the punch, our buddies at V even. I did some digging and learned about SSM's. I noticed that there was some mentioning of a new SCP-based function, but I have no way of knowing how to make them work. I found that phreak did some work with them, but he's been inactive since May. Are these new functions built in or do they require some custom leg-work?
Title: Re: Subspace Missiles (SSMS)
Post by: JGZinv on August 16, 2011, 08:47:45 pm
Have ye consulted the Wiki of Armaments?

http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Local_SSM:

Remember to pull pin and count to 3, not 4 or 5 nor stopping at 2, except to pass on to 3. 3 shall thou count.
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 16, 2011, 09:46:53 pm
Remember to pull pin and count to 3, not 4 or 5 nor stopping at 2, except to pass on to 3. 3 shall thou count.

Ah yes. Armaments, Chapter Two. Versus 9 through 21.

I did check weapons.tbl before I posted, but I had a few questions. If I simply add the relevant information, including the Flag for local ssm, will the system set itself up? Is the SCP code look for that flag and handle itself? Also, which needs the local ssm flag; the missile or the Targeting Laser?

Also, I didn't notice a new ssm.tbl that was added with Mediavps, is there a new one with SCP?

Oh, and One...two...FIVE!
Title: Re: Subspace Missiles (SSMS)
Post by: Snail on August 16, 2011, 11:03:09 pm
Local SSM is not the same as regular SSM.
Title: Re: Subspace Missiles (SSMS)
Post by: X3N0-Life-Form on August 17, 2011, 05:42:46 am
Weapons with the "local ssm" are just like regular weapons, fired on the field at a target. I think their behaviour is a bit bug-y if it is a swarm missile.

SSMs defined in the table are fired in salvo outside the mission area on a TAG-Ced ship.

In order to do that, you need :
-a regular missile defined in your weapon table
-define how that missile is fired in the ssm table (note that you can have multiple entries for a same missile, with different strike behaviour)
-and a level 3 TAG weapon, calling your ssm strike by index number from your ssm table.

oh, and I'm not 100% sure, but I think you can't fire more than 10 missiles per salvo

Title: Re: Subspace Missiles (SSMS)
Post by: Colonol Dekker on August 17, 2011, 06:01:51 am
But.you CAN make a new.swarmy type tag missile which invokes muliple synchronised strikes ;7
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 17, 2011, 09:37:55 am
Are there any existing examples of this in action? It sounds rather complicated.
Title: Re: Subspace Missiles (SSMS)
Post by: Qent on August 17, 2011, 09:45:31 am
Blue Planet: War in Heaven has SSMs, Shivans! has local SSMs.
Title: Re: Subspace Missiles (SSMS)
Post by: Deadly in a Shadow on August 17, 2011, 10:01:14 am
Blue Planet: War in Heaven has SSMs, Shivans! has local SSMs.
Fire a TAG-C and watch capital ships (and slow fighters/bombers) getting busted.
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 17, 2011, 10:19:43 am
Does the "$SSM: 0" need to be on a TAG missile, or can I place it on lasers as well, say the Targeting Laser?
Title: Re: Subspace Missiles (SSMS)
Post by: Deadly in a Shadow on August 17, 2011, 10:25:13 am
Does the "$SSM: 0" need to be on a TAG missile, or can I place it on lasers as well, say the Targeting Laser?
You could try it.
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 17, 2011, 10:31:02 am
Right, so I applied "$SSM: 0" to the TAG-B and Targeting Lasers tbls and in the ssm.tbl:

Code: [Select]
$SSM:
+Weapon: Helios
+Count: 6
+WarpRadius: 50
+WarpTime: 5
+Radius: 1000
+Offset: 1

#end

I tested in game with both the TAG-B and the Targeting Laser but to no effect. Any idea why the missiles aren't arriving? I'm assuming it has something to do with the $SSM: 0 tag. Perhaps it has to be something different?
Title: Re: Subspace Missiles (SSMS)
Post by: Droid803 on August 17, 2011, 12:26:13 pm
You need $SSM: 0 on a weapon with TAG level 3 (the TAG-C has this by default, but not the TAG-B, it has one level lower)

That is all you need.
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 17, 2011, 04:55:13 pm
You need $SSM: 0 on a weapon with TAG level 3 (the TAG-C has this by default, but not the TAG-B, it has one level lower)

Is there an alternative to use primary weapons instead of secondary to TAG your target? I added $TAG: 3 to the Targeting Laser table and Freespace promptly ****s itself when I fired it. Some older threads made mention that this was once working, if only just, though I am unable to find any actual references of it working with a primary. Anyone know if this is possible?
Title: Re: Subspace Missiles (SSMS)
Post by: Droid803 on August 17, 2011, 05:03:22 pm
Code: [Select]
...
$Tag: 3 10.0
$SSM: 0
...

This works for sure.
If its crashing you're probably spawning too many SSMs at once.

You can put TAG level 3 on a primary weapon. It should achieve the same result.
Targeting Laser Sucks.

Make an actual primary or secondary. Put this onto the Subach and it will summon SSMs.
Hell, you can even do TAG beams now with a recent Nightly IIRC.

Just don't call it Targeting Laser because there's probably some retarded hardcoded **** with it you don't need to nor want to mess with.
Title: Re: Subspace Missiles (SSMS)
Post by: LoneKnight on August 17, 2011, 06:25:25 pm
Yeaah it seems to hate beams in general. I'll just stick with lasers.