Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bullhorn on November 29, 2013, 08:45:15 pm
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Ive read that lifetime x velocity gives the range.
This seems to work up to when it gives a value of 2500m.
After that, no changes to L x V will have effect.
Is this hardcoded?
bh
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Shouldn't be...
Is it just not firing, or is the projectile failing after reaching 2.5km?
If it's the former, try +Weapon Range:
Because there is definitely no hardcoding limit to weapon ranges (I have ships exchanging fire at 30+km just fine)
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odd.
I tested in FRED2 Open, placed a deimos and deimos apart, steadily increased the distance.
at +weapon range 4000 apart, no turret fire.
Im talking regular terran turrets, NOT beam turrets.
curre
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http://www.youtube.com/watch?v=VS5HFd0aFrw&t=40s
Here I have ships shooting at something 20km away with what are basically modified terran turrets (with different graphics, sounds, stats), so projectile turrets clearly can engage targets much further away.
Do you have some other mods selected (ie. blue planet, mediavps), which may have a +weapon range: (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.2BWeapon_Range:) value set? Because that would explain it (especially if it only occurs if you weapon is named "Terran Turret")
It would help to have a bit more information on exactly what you're doing. :)
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Thanks; Im building a mod that aims to give a more kinetic and high speed feel to FS2, primarily through table modification.
I have the latest mediaVPs - im surprised that the range of turrets would be affected by that, or that weapons tables are even included in them....I always thought they were just graphical enhancements...?
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Well, as a test to see if it's a conflict, try making a direct copy and calling it something else, like Terran Turret#Fast or something, and see if it runs into the same issue.
The MediaVPs shouldn't interfere, but you never know - the MediaVPs only guarantees retail compatibility, and high-velocity long-range Terran Turrets aren't present in stock FS2, it wouldn't surprise me if a +Weapon Range: modifier was added to improve visual quality of turret targeting (ie. not firing at things out of range uselessly which looks stupid). After all, there was that beam fade incident.
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Cool, I'll try the alt new turret approach.
Could you post an entry from one of those 20k turrets?
Also, there is a weapon range line for beams, but not in stock turrets;I wonder if it has any real effect when added to turrets?
Bh
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Here's my weapon tbl, it may reference a few effects that's not in MediaVPs.
$Name: LR Railgun
+Tech Title: XSTR( "Insert Name", -1 )
+Tech Anim: tech_subach
+Tech Description: XSTR( "Insert Tech Description.", -1 )
$end_multi_text
$Model File: none
@Laser Bitmap: massdriver_bitmap
@Laser Glow: Maxim_Glow
@Laser Color: 250, 200, 50
@Laser Color2: 255, 200, 10
@Laser Length: 12
@Laser Head Radius: 66
@Laser Tail Radius: 66
$Mass: 0.6
$Velocity: 4000.0
$Fire Wait: 5
$Damage: 1000
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.06
$Lifetime: 7.5
$Energy Consumed: 0.90
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 198
$ImpactSnd: 88
+Weapon Range: 30000
$Flags: ( "Big Ship" "Huge" "particle spew" )
$Trail:
+Start Width: 15.0
+End Width: 15.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 4.0
+Bitmap: massdriver_trail
$Icon: iconSD4
$Anim: WSHL-12
$Impact Explosion: explo3
$Impact Explosion Radius: 81
$Piercing Impact Explosion: exp06
$Piercing Impact Radius: 30.0
$Piercing Impact Velocity: 375
$Piercing Impact Splash Velocity: 375
$Piercing Impact Variance: 0.0
$Piercing Impact Life: 0.25
$Piercing Impact Particles: 30
$Muzzleflash: railgun_explo
$Pspew:
+Count: 1
+Time: 15
+Vel: 0.0
+Radius: 7.5
+Life: 0.1
+Scale: 0.0
+Bitmap: massdriver_particle
The weapon range line for beams controls the effective targeting range for beams (since beams all run for 30km normally on a "miss" unless its attentuation range is changed). If you add it to a regular weapon, it will override the game's default targeting range calculation based on Lifetime X Velocity, and instead uses the specified range before firing, However, the projectiles' effective range is unchanged - it just changes when the AI will fire it.
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Sorry to necro, but I've just had this problem myself and Google led me here, so I figured it'd be nice for the next poor sod who tries this to know what the problem is!
In the new MediaVPs_2014 the problem file is called "mv_root-wep.tbm" and in the old mediavps_3612 it's "mv_core-wep.tbm". For all the standard weapons in retail this file tells the AI to fire only within a particular range (the original) with the +Weapon range flag.
In either case, the file is stored in MV_Root.vp. Changing the values to the range I wanted sorted it out, and the AI now fires at the range I want.
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Ah, so it's as I thought.
There was something in the MediaVPs limiting the range.
Good to know.