Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: BradenLord on March 12, 2016, 04:26:29 pm

Title: Beam Secondaries and Auto-Aiming
Post by: BradenLord on March 12, 2016, 04:26:29 pm
First question:  Why does the $Autoaim FOV field not work for beam weapons?  What would it take to make that field work for beam weapons?

Second question:  What would it take to be able to use beam weapons interchangeably with other missiles in secondary banks?

A couple of smaller questions while I'm here:  Is it possible to make secondary weapons consume gun energy?  Is it possible to display (or create) a timer for primary weapons (thinking of heavier duty beam weapons)?

Any help or pointing in the right direction would be much appreciated, thanks.

My original post w/discussion:

http://www.hard-light.net/forums/index.php?topic=91648.0 (http://www.hard-light.net/forums/index.php?topic=91648.0)
Title: Re: Beam Secondaries and Auto-Aiming
Post by: AdmiralRalwood on March 13, 2016, 01:39:04 am
First question:  Why does the $Autoaim FOV field not work for beam weapons?
The autoaim code is probably only executed for non-beam weapons.

What would it take to make that field work for beam weapons?
Well, I haven't actually looked at the autoaim code recently, but assuming it could be applied to the pre-aiming for making beams work as primary weapons, probably not that much effort. Otherwise, it could involve tweaks to every stage of the beam aiming process.

Second question:  What would it take to be able to use beam weapons interchangeably with other missiles in secondary banks?
Oh, beams don't work as secondary weapons right now? I wonder how much effort would be involved in changing that...

A couple of smaller questions while I'm here:  Is it possible to make secondary weapons consume gun energy?
Not without code changes, but it shouldn't be that hard to copy the code for that from firing primaries to firing secondaries (although perhaps a better option would be to unify the two code paths somehow... then again, that would be a lot more involved).

Is it possible to display (or create) a timer for primary weapons (thinking of heavier duty beam weapons)?
Not that I know of; someone with more experience in the HUD code might be able to tell you how much work it would be to add such a thing (or, if it's already possible, how to do it).
Title: Re: Beam Secondaries and Auto-Aiming
Post by: Dragon on March 15, 2016, 01:17:08 pm
A timer for bigger primary weapons would be handy in general. Say, BP's Archer comes (or used to come) close to that point. A pre-FS1 mod (forgot the name) had a plasma cannon that could use that, too.