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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: morris13 on June 18, 2001, 03:44:00 pm

Title: subspace artillery help
Post by: morris13 on June 18, 2001, 03:44:00 pm
I'm trying to work with the ssm.tbl and I'm having some problems with it. I dug up a couple old threads where Bobboau explains it and followed the instructions, creating a new wordpad document with the proper fields and saving it as ssm.tbl into the table folder. However, I found that whenever I have an ssm.tbl file in the table folder, the fs2 hangs and crashes the system when I try to load it. I'm not sure what could be causing this, any ideas?
Title: subspace artillery help
Post by: Fattony on June 18, 2001, 03:57:00 pm
I get that as well. I was targetting a Sath with a ****  load of Cyclops and the T-Laser and the damn game stalled.

Try knocking down the spread and number of missiles. The graphics engine might be getting ****ed over.
Title: subspace artillery help
Post by: Raven2001 on June 18, 2001, 04:03:00 pm
uhhh, what is ssm.tbl????
Title: subspace artillery help
Post by: morris13 on June 18, 2001, 04:08:00 pm
 
Quote
Originally posted by Fattony:
I get that as well. I was targetting a Sath with a ****  load of Cyclops and the T-Laser and the damn game stalled.

Try knocking down the spread and number of missiles. The graphics engine might be getting ****ed over.

No, you misunderstand. FS2 crashes when you try to launch the game. Its not a graphics issue. You hit the 'play' button on the launcher and it just goes 'phht' and dies. =P
Title: subspace artillery help
Post by: aldo_14 on June 18, 2001, 04:27:00 pm
 
Quote
Originally posted by Raven2001:
uhhh, what is ssm.tbl????

It's the file that defines the subspace missile strike; it was originally intended that you could use the targeting laser (still in the weapons.tbl) - when you hit a ship with it, a bunch of helios, etc, would jump out of subspace and hit the ship you hit.

i think  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) dropped it as it would give the player an unlimited number of high-power missiles, but you can still edit the ssm.tbl file to get it to work - I think.

Title: subspace artillery help
Post by: Darkage on June 18, 2001, 05:42:00 pm
Use the one that bobuao made and just edit it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) or did you do that?

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Title: subspace artillery help
Post by: morris13 on June 19, 2001, 11:48:00 am
Thats exactly what I did, in fact =)
Title: subspace artillery help
Post by: Black Ace on June 19, 2001, 12:26:00 pm
hmmm... sounds like an idea I'd like to use in my campaign!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Title: subspace artillery help
Post by: morris13 on June 19, 2001, 01:31:00 pm
Where's Bobboau when you need him? =P
Title: subspace artillery help
Post by: Bobboau on June 19, 2001, 11:11:00 pm
what?

post your ssm tbl here

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Title: subspace artillery help
Post by: morris13 on June 20, 2001, 01:10:00 am
;; subspace missile strike definition
$SSM:
+weapon:   Helios
+count:           5
+WarpRadius:    200
+WarpTime:      5
+Radius:   500
+Offset:   500


I was wondering, should it be "helios" with quotes like in the allowed sections of the ships tbl?  Its strange because its not just that it doesn't work, if I have an ssm.tbl in the folder AT ALL freespace 2 will NOT run. It locks up my computer after I try to start it. Very odd.
Title: subspace artillery help
Post by: Bobboau on June 20, 2001, 02:02:00 am
and this was pasted into the ssm.tbl

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Title: subspace artillery help
Post by: Raven2001 on June 20, 2001, 03:30:00 am
 
Quote
Originally posted by Black Ace:
hmmm... sounds like an idea I'd like to use in my campaign!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


Hey aldo_14... Sonuds like a good idea to use in OUR campaign  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Title: subspace artillery help
Post by: aldo_14 on June 20, 2001, 05:43:00 am
It wouldn't do much good against the ########, seeing as it has #### ###### ######.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

I think giving the player an unlimited number of missile strikes might be a bit dodgy.....certainly it's an option if we can find a good use for it.

I think that was the main reason they cut it - it's not particularly easy to use in a fair way, unless you limit the number of strikes per mission.

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[This message has been edited by aldo_14 (edited 06-20-2001).]
Title: subspace artillery help
Post by: zeta_leader on June 20, 2001, 06:16:00 am
so the tageting laser does serve a purpose.  or it did, before  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) took out its primary function.

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Title: subspace artillery help
Post by: morris13 on June 20, 2001, 01:01:00 pm
What I did was type that into wordpad and then save it as 'ssm.tbl' into the freespace/data/tables folder.
Title: subspace artillery help
Post by: Snipes on June 20, 2001, 02:06:00 pm
Morris; extract the original ssm tbl, and paste it in...

raven... can you picture 200+ tempest warping out of subspace? >:D
Title: subspace artillery help
Post by: aldo_14 on June 20, 2001, 03:53:00 pm
 
Quote
Originally posted by Snipes:
Morris; extract the original ssm tbl, and paste it in...

raven... can you picture 200+ tempest warping out of subspace? > (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

the only difference between Morrises stuff and the ssm.tbl (barring the entry) is that he doesn't have an #end entry.  This could be why it crashes, if you don't have it.

Title: subspace artillery help
Post by: morris13 on June 20, 2001, 04:06:00 pm
Hrm.. I was sure I had an end entry in there before, I must have done something to it. Either way, extracting the ssm.tbl and modifying it rather than trying to make a new one from scratch has worked fine, thanx for the help =)
Title: subspace artillery help
Post by: Sandwich on June 20, 2001, 04:58:00 pm
 
Quote
Originally posted by Raven2001:
Hey aldo_14... Sonuds like a good idea to use in OUR campaign   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


*sigh* That's what they all think - until they start testing the darn thing.

The main problem with the SSM is that the missiles/bombs/whatever warp in a set distance from the PLAYER SHIP. That's what the "+Offset: 500" line is - those Helioses will warp in 500 meters from your ship and head towards the target. Even if the target is at the maximum range of the targeting laser (don't remember what that is, exactly), those bombs will appear 500 meters from the player.

Of course, you can change that value to be whatever you want, but it is a set value and will not change according to the distance from the player to the targeted ship.



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Title: subspace artillery help
Post by: morris13 on June 20, 2001, 05:18:00 pm
why exactly is that a problem? I have been testing the darn thing and the only problems that I've seen are with maintaining balance, since it gives the player access to an unlimited supply of ammunition. Its only really useful on caps though and if you set it so that you only get one bomb at a time or maybe two, you can set up missions where its not unbalancing.
I don't understand what the problem is with the offset though. Its not like you can't change it.
Title: subspace artillery help
Post by: Snipes on June 20, 2001, 05:26:00 pm
What you have got to do is to set it so the laser uses a very high amount of energy, and can possibly only fire for 2 seconds if the ship has full energy to weapons. Also, the ships should have a really slow recharge rate.

My 2 cents...
Title: subspace artillery help
Post by: morris13 on June 20, 2001, 06:00:00 pm
Why would the targeting laser have to use that much energy? It's not doing any damage.
Really, the way to balance it is to control WHAT jumps out of subspace and how many of them. You can also set how long it takes for things to show up once you tagged them. Keep in mind also that its not incredibly easy to target ships. The targeting laser works like scanning in that you have to be pointing almost directly at a specific point on the ship, or no lock. You also have to keep the laser steady on that point for about two seconds before the artillery fires. It only really gets abusive when you set the ssm.tbl to give you twenty bombs every time it fires or something rediculous like that. If you only get one or two, all it does is save you having to re-arm so often.
Title: subspace artillery help
Post by: Grey Wolf on June 20, 2001, 07:32:00 pm
 
Quote
Originally posted by Snipes:
What you have got to do is to set it so the laser uses a very high amount of energy, and can possibly only fire for 2 seconds if the ship has full energy to weapons. Also, the ships should have a really slow recharge rate.

My 2 cents...
Um ... You can't. Impossible. The game won't let you do it.

Title: subspace artillery help
Post by: Snipes on June 20, 2001, 08:32:00 pm
won't let you what? Make a laser that uses up the alloted amount of energy faster than 2 seconds?

Why not?

I could do it... If I felt like doing math, and testing...