Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Deora11 on September 29, 2014, 06:34:45 pm

Title: A convincing ECM effect
Post by: Deora11 on September 29, 2014, 06:34:45 pm
I'm in the process of creating a small campaign revolving around the construction of the first Murugan strike frigate (created by Esarai, of course).

I've got to a point where I wish to implement an effective ECM on a cruisers beams.

I have the cruiser following parallel to the Murugan, and it's anti-fighter beams keep shredding my wings.

To the point..... I want the beams to keep firing, but to have terrible accuracy. Is there anyway for me to accomplish this without creating new weapon tbm's with greater FOF's (which I can do), or by having the beams fire at a specific point in the theatre (don't like because it's not random ).

Any advice, greatly appreciated.
Title: Re: A convincing ECM effect
Post by: X3N0-Life-Form on September 30, 2014, 03:42:46 am
It should be possible to manually fire a beam at random coordinates around a specific point, but honestly, having an extra ECM'd AAA weapon in your tables seems to be the much easier way.

EDIT - here's an incomplete SEXP-based solution, you'll need to add proper target selection &  use the fire-beam-at-coordinates SEXP

Code: [Select]
( set-object-position
      "point_to_shoot:1"
      ( -
         ( get-object-x "target" )
         ( rand -35 35 )
      )
      ( +
         ( get-object-y "target" )
         ( rand -35 35 )
      )
      ( -
         ( get-object-z "target" )
         ( rand -35 35 )
      )
   )
Title: Re: A convincing ECM effect
Post by: Deora11 on September 30, 2014, 06:59:43 am
Thanks for the reply.

To save my missions from getting cluttered with SEXP's, I've gone for the more easier and, in my opinion, more effective approach (ECM-tbm's).

The only downside is, if I complete my campaign and go public with it, it adds to the amount of files needed to run the campaign.

Hopefully people will use this thread if they wish to produce a randomized, effective ECM effect.
Title: Re: A convincing ECM effect
Post by: Mongoose on September 30, 2014, 07:14:08 pm
Ideally, when you release, you'd want co pack up your campaign files in (at least) a single VP file, so that wouldn't make the total file count any greater.
Title: Re: A convincing ECM effect
Post by: Dragon on October 01, 2014, 08:55:46 am
Did you try changing AAAfs to AAAhs? Because if you're playing on low difficulties, AAAf accuracy will go up, not down with difficulty, as it's meant for friendlies. AAAh is meant for hostile ships.
Title: Re: A convincing ECM effect
Post by: Deora11 on October 02, 2014, 01:49:32 am
To Dragon, I honestly didn't know that. Anyhow, the point was to reduce the accuracy of the beam itself anyway. If I used AAAh instead, I would still want to reduce its accuracy (producing the effect), so a new tbm would still be needed anyway.

As for Mongoose's post, completely slipped my mind 'bout packing it into a VP file. I am so used to pulling things out with VPView, never clicked to use it to put stuff in. Thanks.