Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: assasing123 on December 12, 2011, 05:52:47 pm

Title: Request: Beam autoaim, convergence and turret energy usage.
Post by: assasing123 on December 12, 2011, 05:52:47 pm
what the title says, autoaim to work for beam primary weapons that are not turrets, and turrets that drain energy from the ship primary energy bank and  that cannot fire once it depletes.

would also be pretty usefull a way or toggle to switch  on/off turrets while flying hopefully binded to a hotkey.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: Trivial Psychic on December 12, 2011, 06:58:24 pm
How about we tack on beam charging?  Click trigger and you get a single beam pulse.  Hold down trigger and when you release it you'll get a more powerful discharge.  Obviously, there would be maximum charge to the beam.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: IronBeer on December 12, 2011, 07:49:25 pm
How about we tack on beam charging?  Click trigger and you get a single beam pulse.  Hold down trigger and when you release it you'll get a more powerful discharge.  Obviously, there would be maximum charge to the beam.
Yes. I want this. Actually, I feel that player-operated fighterbeams are generally a little lacking in the functionality department presently.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: KyadCK on December 12, 2011, 09:01:03 pm
BPmulti could use this for cap ship fights, so consider it a double request if it's possible.  :yes:
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: Trivial Psychic on December 12, 2011, 09:33:36 pm
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: LordMelvin on December 13, 2011, 01:53:21 am
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.

So table the charging weapon to use the secondary weapon firing control. (That's possible, right?) Depending on the ship and its loadout, 'course, but I 'spect that assasing wants this for his awesome looking trek-thing, and they were usually either-or with the phasers/torpedos at any one time. (Unless I'm wrong about post-TOS stuff, like I was on maneuvering earlier...)
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: assasing123 on December 13, 2011, 08:46:57 am
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.

So table the charging weapon to use the secondary weapon firing control. (That's possible, right?) Depending on the ship and its loadout, 'course, but I 'spect that assasing wants this for his awesome looking trek-thing, and they were usually either-or with the phasers/torpedos at any one time. (Unless I'm wrong about post-TOS stuff, like I was on maneuvering earlier...)

indeed is for my Trek mod, tho on the graphical dept i havent done that much really, i m focusing a lot on all the bugs and alike that jump once in a while balance and then i will create pilot mission for  making a campaign that goes from all the NX-01 up to the sovereign class vs the nemesis thalion ship.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: Trivial Psychic on December 13, 2011, 06:46:42 pm
Actually, I was thinking something along the lines of existing code which disables primary linking on designated ships.  What we could use for this would be a method of disabling primary linking on a per-bank basis.  Example, again, if a ship has two pulse-type primary banks and one chargeable, target-locking beam bank (though a chargeable pulse-primary could work too), the player could link banks 1 and 2, but not bank 3.  The trick is to find a way to get the AI to use it correctly.  :shaking:
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: LordMelvin on December 13, 2011, 08:06:51 pm
The trick is to find a way to get the AI to use it correctly.  :shaking:

Alternatively, set up the mission plot so that you're flying the sole prototype using this kind of armament and are on a test flight when the construction yards are destroyed in a sneak attack...
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: KyadCK on December 13, 2011, 08:09:43 pm
The trick is to find a way to get the AI to use it correctly.  :shaking:

Alternatively, set up the mission plot so that you're flying the sole prototype using this kind of armament and are on a test flight when the construction yards are destroyed in a sneak attack...

Or let the AI fly the normal version and save the bank linking for human pilots.
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: Eli2 on December 13, 2011, 08:45:00 pm
I have just wasted too much time on this thread ...
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: assasing123 on December 17, 2011, 12:00:23 am
why not script an "alternative fire button or key" for charged beam weapons or continuous ones?
Title: Re: Request: Beam autoaim, convergence and turret energy usage.
Post by: Goober5000 on December 18, 2011, 01:22:36 am
I have just wasted too much time on this thread ...
Agreed.

This is the "shotgun feature request" trend that I have mentioned.