Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fandango on April 03, 2012, 11:41:01 am
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Is it possible to create counter measures for capital ships?
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Yes, yes it is. They will be featured in WiH2, for example. Until then, I don't know of any working example of it. You might want to ask the BP team for more info.
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Yes, we've been playing with these for ages. They're a ton of fun and look really awesome if you change the countermeasure effect.
Unfortunately they'll do ****-all against bombs unless the capship is maneuvering violently and the countermeasures have a huge range - unless you make the bombs heatseekers, or implement a flag we've requested from the SCP but which I'm not sure is available yet.
This is because countermeasures affect heatseekers differently than aspect missiles. Heatseekers are drawn towards the countermeasure, whereas aspect seekers simply go dumbfire.
e: Countermeasures are also a great feature on player-controlled capships.
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This is because countermeasures affect heatseekers differently than aspect missiles. Heatseekers are drawn towards the countermeasure, whereas aspect seekers simply go dumbfire.
That explains a whole lot. Duly noted.
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im a bigger fan of point defense turrets, small, high rate of fire, high projectile speed, short range, low damage. looks awesome with the gatling turret feature from the the cockpit script. just try to get a bomb through that. cms would only really work well for cruisers, perhaps smaller 'vettes, that are still vulnerable to large missiles. id do them differently though, id have them launch from turrets, kinda pop out and float there a short distance from the hull. kinda like the ones submarines use.
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im a bigger fan of point defense turrets, small, high rate of fire, high projectile speed, short range, low damage. looks awesome with the gatling turret feature from the the cockpit script. just try to get a bomb through that. cms would only really work well for cruisers, perhaps smaller 'vettes, that are still vulnerable to large missiles. id do them differently though, id have them launch from turrets, kinda pop out and float there a short distance from the hull. kinda like the ones submarines use.
Point defense turrets have already been used to great effect in several mods (including BP), but they're inadequate against a full spectrum of threats (for example, Trebuchet fire). There's no reason not to add countermeasures as an additional level of defense. Countermeasures as implemented in BP fire from turrets, and they use big flashy flare effects to make them obvious to players.
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ECS pods, anyone?
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im a bigger fan of point defense turrets, small, high rate of fire, high projectile speed, short range, low damage. looks awesome with the gatling turret feature from the the cockpit script. just try to get a bomb through that. cms would only really work well for cruisers, perhaps smaller 'vettes, that are still vulnerable to large missiles. id do them differently though, id have them launch from turrets, kinda pop out and float there a short distance from the hull. kinda like the ones submarines use.
Point defense turrets have already been used to great effect in several mods (including BP), but they're inadequate against a full spectrum of threats (for example, Trebuchet fire). There's no reason not to add countermeasures as an additional level of defense. Countermeasures as implemented in BP fire from turrets, and they use big flashy flare effects to make them obvious to players.
Did you build them like normal weapons? I tried to turn a missile into a counter measure but the ships don't fire them, normal lasers seem to work though.
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Then give the lasers a model file and they'll look like Hornets/Cyclopses/whatever, and nobody will notice.
As for aspect seekers going dumbfire- if the capship is moving, it will become impossible to shoot its turrets with Trebs, even though the hull will most likely get hit anyways.
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Managed to work out why missiles wouldn't work, I forgot to add the "smart spawn" flag to them. They are actually more like anti-missile missiles than countermeasures as they intercept any incoming missiles.
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Managed to work out why missiles wouldn't work, I forgot to add the "smart spawn" flag to them. They are actually more like anti-missile missiles than countermeasures as they intercept any incoming missiles.
Indeed, those are precisely ant-missile missiles, and they won't work on weapons like Trebuchets unless you give the Trebuchets hit points.
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Do they cause the Trebs to home on them, just like on ordinary CM's?
If so, setting the firepoint to face rearwards/upwards/downwards (in the direction that's nearest to the edge of the hull), give them a "fire from normal" (or whatever they called the flag to make a missile shoot only from the direction the firepoint is pointed at), a pretty decent speed and a very long turning time. This should make Trebs follow the CM's away from not only the turret they're after (this alone makes them a bit useless against capships), but also from the hull of the ship (this makes them pretty harmless against capships).