Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: yuezhi on February 10, 2012, 10:13:56 pm

Title: turret types
Post by: yuezhi on February 10, 2012, 10:13:56 pm
AFAIK there are 4 default types of turrets used in freespace 2.
Those would be laser, missile, flak and beam turrets.

What i want to know is if it's possible to add more types to the selection. IMO, weapons like railguns, rockets, shotguns, lightning and flamethrowers do not really fit in any of the existing categories.
Title: Re: turret types
Post by: Qent on February 10, 2012, 10:32:17 pm
http://www.hard-light.net/wiki/index.php/Subsystem#.24Alt_Subsystem_Name: I think. I've never used it.
Title: Re: turret types
Post by: yuezhi on February 10, 2012, 10:49:49 pm
just looking at it, i guess all it does actually is change the name of a preexisting subsystem instead of adding a new default.
Title: Re: turret types
Post by: Fury on February 11, 2012, 12:36:55 am
I really don't understand what do you really want. FS changes name of turret depending on what weapon it has equipped at the time. Any non-beam primary is called laser, all secondaries are called missile and beams are obviously beams. If you want to equip a turret with a certain type of weapon, all you need to do is to change that turret's subsystem information as advised by Qent.

Just create whatever kind of weapon you want, railguns, rockets, shotguns at least are very much possible. Lightning could be a type of beam weapon with clever use of effects, flamethrower I don't think is quite possible.
Title: Re: turret types
Post by: Nuke on February 11, 2012, 02:38:20 am
flamethrower might be scriptable. basicly look for a particular weapon in scripting. it can be a weapon of a specific name but what i like to do is use a wepname#identifier format , like napalm#ff, where ff means flamethrower. have a script scan the weaponclasses for weapons with the #ff suffix. then every frame look for that thar weapon in mn.weapons. then if you have a meta system implemented like you should you create a meta page for new weapons, get meta for existing weapons, then periodically, as per a timestamp (maybe a little random offset fer style), spawn those little infyrno bomblets at the weapon's position, set the timestamp for later spawns. get realy anal and do the same thing for for the bomblets, so they have a chance to spew another right before they die, create a prepetual fire effect. then if you toy with the physics some you can make the bomblets stick to any fighter they get close to for the OMGIMONFIRE effect. yip, i thing it can be done. jus dont ask me to do it fer ya.
Title: Re: turret types
Post by: MatthTheGeek on February 11, 2012, 03:58:02 am
Not sure what you'd use a flamethrower for. Ship hulls are designed to resist heats of several thousands °C.
Title: Re: turret types
Post by: Fury on February 11, 2012, 04:17:39 am
Don't be so stuck with FS lore Matth, there are plenty of mods and total conversions that might find use for a flamethrower-type weapon. And it doesn't have to be flame, it might just as well be plasma like the bolts ships fire around.
Title: Re: turret types
Post by: JGZinv on February 11, 2012, 04:27:01 am
Black Prophecy has a plasma flamethrower... it's terrible except at in your face range... but the fx is nice...
They have shotguns and lots of other ordinance, if you want to see examples.
Title: Re: turret types
Post by: yuezhi on February 11, 2012, 05:29:05 pm
Not sure what you'd use a flamethrower for. Ship hulls are designed to resist heats of several thousands °C.
i don't intend to make anything too unbalanced. what i have in mind is a race specific alternative to flak. if you think about it, shields only get shredded by high temperature energy blobs instead of solid objects like asteroids; first point is the reason why i want flamethrower-based weapons.

making a flamethrower can't be too hard, right  :nervous:? i've already noticed that the GTW Lamprey actually uses the same maps as any fire in game. also, those plumes made by beams slicing a dead ship look like the closest thing to a flamethrower, even if it's harmless.

Who made the new fires for 3.6.12 btw?

EDIT: oh and thanks Qent for pointing out that subsystem gimmick. I guess that's the only thing to do.

flamethrower might be scriptable. basicly look for a particular weapon in scripting. it can be a weapon of a specific name but what i like to do is use a wepname#identifier format , like napalm#ff, where ff means flamethrower. have a script scan the weaponclasses for weapons with the #ff suffix. then every frame look for that thar weapon in mn.weapons. then if you have a meta system implemented like you should you create a meta page for new weapons, get meta for existing weapons, then periodically, as per a timestamp (maybe a little random offset fer style), spawn those little infyrno bomblets at the weapon's position, set the timestamp for later spawns. get realy anal and do the same thing for for the bomblets, so they have a chance to spew another right before they die, create a prepetual fire effect. then if you toy with the physics some you can make the bomblets stick to any fighter they get close to for the OMGIMONFIRE effect. yip, i thing it can be done. jus dont ask me to do it fer ya.
:banghead:
Me not speak your language.
Title: Re: turret types
Post by: Nuke on February 11, 2012, 11:48:42 pm
flamethrower might be scriptable. basicly look for a particular weapon in scripting. it can be a weapon of a specific name but what i like to do is use a wepname#identifier format , like napalm#ff, where ff means flamethrower. have a script scan the weaponclasses for weapons with the #ff suffix. then every frame look for that thar weapon in mn.weapons. then if you have a meta system implemented like you should you create a meta page for new weapons, get meta for existing weapons, then periodically, as per a timestamp (maybe a little random offset fer style), spawn those little infyrno bomblets at the weapon's position, set the timestamp for later spawns. get realy anal and do the same thing for for the bomblets, so they have a chance to spew another right before they die, create a prepetual fire effect. then if you toy with the physics some you can make the bomblets stick to any fighter they get close to for the OMGIMONFIRE effect. yip, i thing it can be done. jus dont ask me to do it fer ya.
:banghead:
Me not speak your language.

learn to speak redneck!!!

and if youre going to whine about not knowing how to use lua, or dont want to learn lua, or go on about how youre not a "programmer". then i dont what to tell yea.  lua is easier to learn than any other language, resources are there to use it. frankly i kinda miss the good ol days where modding required a hex editor and a basic understanding of data structures to accomplish basic modding tasks. get off my lawn.
Title: Re: turret types
Post by: yuezhi on February 12, 2012, 01:03:10 am
slow down cable guy! i'm not at the stage of learning where it's necessary. fyi i'm stuck on UV mapping so you can criticize me about scripts later, give or take several years[sic]. :P

you mad?

as for making flame particles i'm currently relying on this tutorial (http://www.youtube.com/watch?feature=iv&src_vid=TeYU6HqhO00&v=azzB489D6rE&annotation_id=annotation_11899). whether it will be worth it or not is something i'll just have to learn the hard way.
Title: Re: turret types
Post by: Nuke on February 12, 2012, 11:30:48 am
you mad?

according to my most recent psyche evaluation, yes.
Title: Re: turret types
Post by: starlord on February 13, 2012, 03:56:01 am
what about a lightning gun? sinispace could use this...
Title: Re: turret types
Post by: General Battuta on February 13, 2012, 09:43:58 am
why don't you play one of the many mods that have already implemented these weapons
Title: Re: turret types
Post by: Aardwolf on February 13, 2012, 03:57:14 pm
I thought he was asking how to change the name displayed in the target box when you target a turret?

That could be set up either as a subsystem property or a weapon property. But I don't think scripting can touch that... yet. Would require code changes either way.
Title: Re: turret types
Post by: yuezhi on February 13, 2012, 10:19:47 pm
that's exactly what it meant, but i think the original question's already been solved, only not in a way i was hoping would look more permanent.

what about a lightning gun? sinispace could use this...
using beams is probably better; i already am planning on using that as another race specific beam. only i'm not sure yet if beams can be given an EMP attribute.