Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raven2001 on July 12, 2001, 05:44:00 am
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Ok, I'm trying to make a weapon that acts like this...
When you fire it at a cap ship, it permanently destroys all subsystems and turrets.
How can I do this??
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bazillion range, quadrillion subsystem multiplicator, ultra-elite damage and 0 damage to hull&shields (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Yep. Basically. Or use a trigger to destroy all subsystems when the ship is damaged
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I think it'll have to be a trigger in the mission itself. You can't make a weapon that acts like that all by itself because no matter what the damage is it's not going to hit ALL the subsystems and turrets, because some are on the other side of the ship and just won't take any damage. The only way around this that MIGHT be possible is with a shockwave, but i don't think the subsystem factor applies to shockwave damage too so a shockwave that would take out all the subsystes would probably also take out the ship. Thats also assuming that a shockwave will let you hit stuff on the other side of the ship which i'm not sure if it will or not.
Anyway - end result is that it'll be a lot easier to just use sexps to do it in FRED2.
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a beam the size pof jabu's bfgreen and slash (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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It's called VIGreen, from the Finnish phrase "Vitun Iso", which roughly translated is "F*cking Big".
Anyway, if you give a weapon that has no hull/shield damage a large shockwave, would the shockwave damage hulls/shields?
[This message has been edited by Black Ace (edited 07-12-2001).]
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Right, but the problem with both of those suggestions is that they will only damage subsystems and turrets that are actually in the path of the beam. Everything on the other side of the ship will be untouched no matter how much damage it does, unless it destroys the ship outright.
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You could launch little bomblets that explode around the ship with shockwaves, like a super-large flak gun. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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You'd still have a really hard time hitting turrets on the opposite side of the ship. I really think sexps are the way to go on this one.
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Originally posted by morris13:
You'd still have a really hard time hitting turrets on the opposite side of the ship. I really think sexps are the way to go on this one.
Maybe you could have that as a 'feature'. The Sunburst missile or something - clears out every turret on the impacted side.
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that would be a bit unbalanced how about having it destroying them within a certain area f the impact?
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why dont you use the SMM table and make a model of an unarmed ship.
when the weapon fires it launches the old ship at the target ship...
in the weapons table tell the ship to have emp and a very large blast radious and loads of subsystem damage.
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does it have to be a ship or can it be a missile? it would look a bit freaky pressing the trigger and a ulysess comes firing out of your ship?
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Originally posted by The Avenger:
does it have to be a ship or can it be a missile? it would look a bit freaky pressing the trigger and a ulysess comes firing out of your ship?
A Ulysses, hell, you could press the trigger and have a Collossus come out.
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make it a tag weapon and have that as the trigger, give it a real short tag life though.
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Does it have to be a tag missile could it be a modified mx-64? or could it be a missile that aldo makes himself?
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