Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: wardog300k on March 27, 2015, 09:09:39 am
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What table changes do i need to make SSM work properly.
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Here is a functioning local SSM:
$Name: Vishnan Subspace Missile
+Title: XSTR( "Vishnan Subspace Missile", -1 )
+Description: XSTR("
Neutron Degeneracy Warhead
Attacks Through Subspace
", -1 )
$end_multi_text
+Tech Title: XSTR( "Vishnan Subspace Missile", -1 )
+Tech Anim: Tech_Harpoon
+Tech Description: XSTR( "This variant of the Vishnan antifighter missile uses an onboard subspace engine and a connection to the Great Psyche to plot and execute tactical jumps towards its target.", -1 )
$end_multi_text
$Model File: amissile.pof
$Mass: 15.0
$Velocity: 300.0
$Fire Wait: 6.0
$Damage: 400
$Damage Type: NormalWeapon
$Blast Force: 60.0
$Inner Radius: 20.0
$Outer Radius: 40.0
$Shockwave Speed: 0
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 7.0
$Energy Consumed: 0.0
$Cargo Size: 3.0
$Homing: YES
+Type: ASPECT
+Turn Time: 0.3
+Min Lock Time: 2.0
+Lock Pixels/Sec: 70
+Catch-up Pixels/Sec: 100
+Catch-up Penalty: 30
+Seeker Strength: 10
$LaunchSnd: 91
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 2.0
+Weapon Range: 6000
$Flags: ( "player allowed" "local ssm" )
$Trail:
+Start Width: 0.2
+End Width: 0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 3.0
+Bitmap: missiletrail03
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.3
$Piercing Impact Explosion: exp06
$Piercing Impact Radius: 5.15
$Piercing Impact Velocity: 20
$Piercing Impact Splash Velocity: -5
$Piercing Impact Variance: 0.1
$Piercing Impact Particles: 5
$Local SSM:
+Warpout Delay: 2
+Warpin Delay: 2
+Stage 5 Velocity: 300
+Warpin Radius: 100
+Lock Range: 6000
$Thruster Flame Effect: missilethruster03
$Thruster Glow Effect: missileglow03
For non-local SSMs, read up on SSM.tbl. You need to define SSMs in this table, then set up weapons, like TAG missiles, that call in SSMs from that table.
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Is this OK?
;; subspace missile strike definition
+Weapon: StarBurst A
+Count: 6
+WarpRadius: 50
+WarpTime: 10
+Radius: 30
+Offset: 10
#end
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Looks good to me. Here is a functioning SSM.tbl.
$SSM:
+Weapon: Eos
+Count: 6
+WarpRadius: 50
+WarpTime: 5
+Radius: 1000
+Offset: 1
$SSM:
+Weapon: Eos
+Count: 4
+WarpRadius: 50
+WarpTime: 5
+Radius: 3000
+Offset: 1
#end
Note that the first entry is considered entry 0, not entry 1, iirc.
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Yeah, don't forget to start each strike definition with $SSM:
You should also give names to your SSMs, which are used in other parts of the engine, such as the call-ssm-strike SEXP.
I don't know whether you are still modding on retail, but I think the SSM code was disabled back then.
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I found that call-ssm-strike makes FRED cry about invalid arguments, even if everything is ok.
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TheHound: Please post a sample mission and table to the SCP mantis (http://scp.indiegames.us/mantis/my_view_page.php).
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Ok,how do i make it work now.TAG C worked as a weak torpedo instead of SSM calling warhead.I tried giving it ,,SSM" flag as well,nothing changed.
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Make sure you added:
$SSM: 0
in the right place in the weapon table entry (you can find the right place in the weapons.tbl entry in the wiki.) It's not a weapon flag.
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Doesn't work in retail.I tested FSO and it works there.
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Well, yes. SSMs do not work in retail. They never have.
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So,Volition gave us weaponry that's supposed to be useful,but doesn't work.
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No, Volition had an idea for subspace missiles, but never fully implemented it. This was only done later in FreeSpace Open.
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They never said anything about it working or being a feature so they didn't really give anything.
And it definitely wasn't supposed to work.
FSO coders took the idea/bit of the framework they laid out and made it work.
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TheHound: Please post a sample mission and table to the SCP mantis (http://scp.indiegames.us/mantis/my_view_page.php).
Let me find this, and wrap it up.
Never checked it with Retail SCP, I had problems with my mod. This still counts?
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TheHound: Please post a sample mission and table to the SCP mantis (http://scp.indiegames.us/mantis/my_view_page.php).
Let me find this, and wrap it up.
Never checked it with Retail SCP, I had problems with my mod. This still counts?
Uh, you do mean FSO running retail assets, right? Because last I checked the FSOSCP doesn't sell anything. :)
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No no no, Using full FSO features, MediaVPs 2014, with 3.7.2 RC5 newest build
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MediaVPS actually has some tweaks here and there, but eh, close enough. :P
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Proposal of Terminology:
Retail: Exactly that. Original Volition Executable and Assets.
"Retail"/SCP Vanilla/SCP Retail (optional: use FSO in place of SCP): SCP/FSO Executable, but with Retail Assets or Retail Compliant data.
FSO/SCP Default (word 'Default' optional; if using MediaVPs, FSU can be singularly used to describe): SCP/FSO Executable and any non-Retail conformant, non-TC Mod assets or data.
TC: Can be appended to any of the above (though I don't know of any Retail compatible TC's out side of FSPort and original Inferno), but usually the TC name itself is sufficient for most of us to understand that it's a TC (Such as Diaspora, Wing Commander, Babylon Project, et al)