Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lt. Spanks on March 01, 2014, 06:49:38 pm

Title: A Couple Of Weapony Questions
Post by: Lt. Spanks on March 01, 2014, 06:49:38 pm
Hello there everybody I just have a few questions about this here weapons table that I plan to begin to edit to bring some of my own creativeness into freespace.
I have a good amount of experience with this I just am not sure about certain values the engine will take.

1) Spawn Cluster Baby, 15:       HOW FAR CAN DIS GO?!?!?!?!?! to 20? to 500? (Probably not that as it would destroy the game  :() But it would be interesting to see.

2) Still not sure how weapon range works... I think its velocity times lifetime perhaps? Or is it just lifetime? An explanation would be appreciated.

3) Can missile splits chain. Lets say I have a missile, and I detonate it to release swarms of Piranhas which then also detonate?
 
That's all I can think of for now but I'm sure I'll think of something else soon enough.
Title: Re: A Couple Of Weapony Questions
Post by: DahBlount on March 01, 2014, 06:55:19 pm
1. The largest number I've ever seen is somewhere around 50. To see 500 missiles flying in all directions would be spectacular but not feasible as far as I know.

2. The weapon range entry is the range at which a weapon will actively target enemies. Velocity * Lifetime gives you the actual range of the weapon.

3. Yes. Take a look at Just Another Day: Extreme Arcade. There is a missile that splits twice. There could possibly be more splits than that.

Title: Re: A Couple Of Weapony Questions
Post by: Lt. Spanks on March 01, 2014, 07:03:51 pm
Thanks a lot for your respons  :yes:
Number three gives me some excitement.

I've got another one and I know this is possible just... how...
 
4) Custom launch and impact sounds... Its just a number should I just put in a file name or what?
Title: Re: A Couple Of Weapony Questions
Post by: DahBlount on March 01, 2014, 08:20:50 pm
It used to be that numbers were linked to specific sound files via table. Now you can use a shortened name as a placeholder instead of a number, making it much easier to remember which sounds you want. A table is required no matter what you do.

You should read Sounds.tbl (http://www.hard-light.net/wiki/index.php/Sounds.tbl) to learn how to make a modular table for sounds.
Title: Re: A Couple Of Weapony Questions
Post by: Lt. Spanks on March 01, 2014, 08:52:22 pm
Okay thanks for the info... time to get modding...
Title: Re: A Couple Of Weapony Questions
Post by: Droid803 on March 02, 2014, 06:51:53 am
You can get a missile to have infinite recursion (as in, has infinity stages) - just have it keep spawning itself.
Of course, this means the number of the said missile active in the mission can only increase, which has its own problems.
Title: Re: A Couple Of Weapony Questions
Post by: headdie on March 02, 2014, 08:00:14 am
http://www.hard-light.net/wiki/index.php/Engine_limitations#Objects

There is a hard limit of
700 weapon objects
and
2000 objects in the mission space total

also
http://www.hard-light.net/wiki/index.php/Engine_limitations#Sub-Weapon_Types

maximum corkscrew value of 64
maximum Swarm Missiles value of 100
Title: Re: A Couple Of Weapony Questions
Post by: Fury on March 02, 2014, 12:03:33 pm
http://www.hard-light.net/wiki/index.php/Engine_limitations#Sub-Weapon_Types

maximum corkscrew value of 64
maximum Swarm Missiles value of 100
Always been wondering why do corkscrew and swarm missiles have a limit of their own and why are they so bloody low.