Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Swifty on September 03, 2012, 04:57:28 am
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Finally got some semblance of it working.
http://www.youtube.com/watch?v=pz6NcHfEPWY
(http://i.imgur.com/r06x7.png)
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Robotech mod, where are you?
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Oh, that will get some love.
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My dreams! come true!
e: Oh and how many targets will this be able to fire on? Is it dependant on secondary setting (as in will it fire two missiles on 1 target/more targets if set to dual-secondaries)
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Seems like it would be dependent on how many missiles in a swarm. Here, 4 targets because tornadoes fire in swarms of four.
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Nice! How does the AI like using it?
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YES!
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i did that with scripting some years ago.
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Yes, but it was hard-coded for only one type of weapon with a certain number of missiles, was it not?
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Robotech mod, where are you?
Dead and buried a long, long time ago (BTW, were you actually aware there was one? I still have it, it's primitive, but fun).
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Did I see that right, that you only fire as many missiles as you have lock-ons?
And just like Cybertrance, I'd be interrested in how this works with dual fire. Does it fire two missiles at each target, or does it lock twice the amount of enemies?
Would it be possible to switch, what now is single- and dualfire to single- and multitargeting, while this mod is active?
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very cool, is it implemented weapon or ship side?
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OH YES.
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Right now there are two new fields that are driving this effect. One field is called "+Uncaged:" which allows one to aspect lock ships that are not targetted and within the player's forward vector. The other is called "+Independent Seekers:" which allows multiple locks to be present. Only one aspect seeker can be "seeking" at a time but I'll have a parameter called "+Max Active Seekers:" which will dictate how many lock triangles can be locking simultaneously.
This doesn't work for AI yet. The priority is to get this working feature complete then to get this working with multiplayer (Or at least not break multiplayer). Then maybe I'll probably find a way to get the AI to use this.
As for how many missiles, you're limited to how many swarm or corkscrew missiles you have per salvo. Dual secondaries simply has the effect of launching two missiles for each locked up target.
Currently working on a parameter that will have the locks only working if you have the secondary fire button held down and firing when you release. I also need to work a parameter that forces the locks to reset when you fire in case someone wants to decide that they don't want players to spam the ability.
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How about the ability for anti-cap anti-turret weapons to individually lock onto different turrets on the same ship?
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Dead and buried a long, long time ago (BTW, were you actually aware there was one? I still have it, it's primitive, but fun).
I was, actually.
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It's nice to see somebody remembers that old mod. What about resurrecting it? :)
I've got plenty on my hands, unfortunately, and I haven't watched Robotech, but the mod was very fun. Woolie Wool had some Robotech fighters flying around in the latest revision of Wings, there's an SFD-1 and Icarus (though they'd need a serious remapping) so I think that'd be a good start. I wonder if anyone from the original Robotech mod team is still around...
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This is awesome. :yes:
I'll be eagerly awaiting this feature...
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My face when I saw this:
:jaw:
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I came.
I saw.
I came.
One step closer to Macross Missile Massacre!
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Very Cool. :) Is this for Diaspora so raiders can waste more Colonial civilians at once?
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Yes, but it was hard-coded for only one type of weapon with a certain number of missiles, was it not?
there were configurable tables for that :D
complete with comments.
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Simply GREAT!
Is this patch already been committed?
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Sweeeeeet! :D
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Right now there are two new fields that are driving this effect. One field is called "+Uncaged:" which allows one to aspect lock ships that are not targetted and within the player's forward vector. The other is called "+Independent Seekers:" which allows multiple locks to be present. Only one aspect seeker can be "seeking" at a time but I'll have a parameter called "+Max Active Seekers:" which will dictate how many lock triangles can be locking simultaneously.
This doesn't work for AI yet. The priority is to get this working feature complete then to get this working with multiplayer (Or at least not break multiplayer). Then maybe I'll probably find a way to get the AI to use this.
As for how many missiles, you're limited to how many swarm or corkscrew missiles you have per salvo. Dual secondaries simply has the effect of launching two missiles for each locked up target.
Currently working on a parameter that will have the locks only working if you have the secondary fire button held down and firing when you release. I also need to work a parameter that forces the locks to reset when you fire in case someone wants to decide that they don't want players to spam the ability.
:D
Gunboats being able to harass the whole opposing team at once, that'd be interesting... Until all 4 of them get annoyed and gun their ass down anyway.
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Now let's see you do it with Helios torpedoes and a line of cruisers. ;)
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Or maybe locking multiple turrets on a single ship?
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Or maybe locking multiple turrets on a single ship?
How about the ability for anti-cap anti-turret weapons to individually lock onto different turrets on the same ship?
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I am quite impressed