Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Star Dragon on August 22, 2002, 06:19:34 am
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Without going into too much detail (for an original campign, I'm itching to actually start creating something of my own). I need to know IF it is possible to do 2 things:
(1) Have subsystems that have different names (ie. Engine could be Power Source)
(2) Can I keep the existing ones for one species or all the current ships in the game, and the new subsystems for the (to be named race)?
If this is possible it would be very important to the story.
Sorry if I am not comming accross clear enough with my question.
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I think it should be possible, by naming subsystems in the table file like that. Haven't done it, though.
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it won't have the same effect though. You have to name it engine if you want it so that when it is destroyed, the glows go off. Its hardcoded.
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If you can do it, then just put manual sex-sp 'when subsytem = 0 self destruct ship' then the ops nevermind... but that would work too right? he he.. ALso if an engine was disabled by weapons (no matter what it was called it would still show as disabled right? (glow no matter, some wont have glows [Evil Grin])...
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You may be able to swing it with some clever FREDding, tabling and POFing......but off hand I dunno....
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it must be named engine, engines or engine01 (or 02, or 03, etc...) for it to say disabled, or for the glows to disappear.
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So as long as we are on this.....what kind of adverse effects would we have if the bridge were taken out? Or perhaps a subsystem known as DC (Damage Control) Central. Or maybe even a CIC (Combat Information Center), we don't even need to go into engineering.....i'm not being sarcastic, i am really wondering what what you think the adverse effects those being disrupted would be, and how you would do it.
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Subsystems aren't supported well in FS2 at all, except for engines. Disabling weapons doesn't slow down rates of fire for turrets, and is impossible to destroy on fighters without taking the craft with it. Disabling comm on capital ships doesn't prevent those ships from transmitting messages, and taking out sensors doesn't reduce acuracy. But theoretically, destruction of the bridge should lead to a more erratic AI, or possibly complete shutdown of the ship; disabling comm should prevent the transmission or reception of any messages by the target ship, including the ability to call in reinforcements; destroying weapons should reduce the available power to ship weapons systems, slowing turrets and missile launches and disabling beams alltogeather; taking out sensors (or your CIC) should reduce the accuracy of all ship-based weapons and possible cause the ship to stop manuvers/manuver based on last known position of enemy ship (and possibly collide with nearby objects); disabling navigation would prevent subspace jumps, and so on.
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sounds like a job for....THE SOURCE CODE
how I would do it, is have some type of table with all of these effects hard coded into it. so for example you might have something like this:
$engines Mega-mover2000
...
so naming a subsystem Mega-mover2000 and having it destroyed would produce the same effect as engines being destroyed.
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The only game that I know of that does decent subsystem support is Bridge Commander - you destroy anything and it has repurcussions. You blow up the warp core, you destroy the ship. :)
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Originally posted by Killfrenzy
The only game that I know of that does decent subsystem support is Bridge Commander - you destroy anything and it has repurcussions. You blow up the warp core, you destroy the ship. :)
:nod: ;7 ;) :D :p :cool: :) :wink:
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Uh........:confused:
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Since I have no code skills what so ever (and learning modling is the priority now) I guess I'll just have to make it work in FRED. What I really wanted confirmation about was if the name is changed (despite other effects - not important ) can FRED recognise it to affect the model with Sex-p's? If so then the storyline is feasible, if not then I might as well scrap the campaign...
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What you could do is edit the model to make the radius for the Engine subsystem almost impossible to hit. You then add another subsystem called whatever you want and whenever it's disabled you destroy the engines via a SEXP.
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thats a good idea Karaj...
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I had to look at that twice :eek2:
I understand it now... and that's way cool!
Especially since it won't affect anything but the NEW storyline items, not past or current models so they don't have to be edited :devil:
This is how the new stuff need to be constructed... MUHAHAHA!!!
Damn if I learn how to make/get hosting for a webpage I might be ready to start recruiting...:doubt:
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One problem though, won't they (the players) see the 'regular' subsytems when the scan the target and hit 'S'???
I mean at first they won't be able to scan the things, but later in the storyline (like in FS1) the will get the technology. BUT wll they see like (ie.) Engine,Power Source,Nav,XXXXX ??? All Subs, new and old (they should only see the new ones...
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I don't know how to help you there...I think that it will allways be like that when you hit 's'...
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Originally posted by Star Dragon
One problem though, won't they (the players) see the 'regular' subsytems when the scan the target and hit 'S'???
I mean at first they won't be able to scan the things, but later in the storyline (like in FS1) the will get the technology. BUT wll they see like (ie.) Engine,Power Source,Nav,XXXXX ??? All Subs, new and old (they should only see the new ones...
Best I can do for you I`m afraid. You only really need the engine subsystem (the rest don`t do much). You won`t be able to hit the engine but you can hit whatever the new name is.
Anything more than that would require a source code change.
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Well for example when weapons sub is gone I'd fred that all weapons are broken and it can't fire.
For engines it cant move
For Nav it won't jump or go beyond the battlefield... Or Manuevers poorly.
Comm is obvious
Well if I can't add the new systems/names without cycling through the old ones too then there is no point to adding them.
Just have to tweak the story then....That sucks! I was gonna be cool.
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the only one that would really be affected would be engines, because none of the other ones really count towards the game. You could just tweak your fiction a bit, for example, have the engines in the center of the ship, but you have to hit the 'exhaust ports' or something like that, so it will still be consistant, and it doesn't matter that their buried deep in the enemy ship.
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The ONLY system you need is engines as analazon says. The rest you can call whatever you like and script to do whatever you want. You can have a ship work perfectly well in the game with no weapons, sensors or comm. The player wouldn`t even see those subsystems when he cycles through the one on that ship.
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Big spoiler....
Almost gave it away..... Ok just have to tweak the fiction a LOT! Thanks for your help guys I really appreciate it even if it doesn't sound like it. Remember although it's Freespace2 this is for The Campaign [Working title: Beyond Redemption],So you don't really know what to expect. I am making good progress with the storyline and continue to contact artists, ect... I just got Maya and some tutotirals. Also a WHOLE lotta stuff so Star Trek and Star Wars team people should call me up on ICQ...
Yahoo! I got the Cargo Eagle and the Assault Eagle from Space 1999. (dance of Joy!) ;)
ShadowWolf,
I got like 6 MW mechs and a transformed version of the Vf-1s Super Valkrie (Pheonix Hawk LAM).
If we miss each other this weekend pls mail me whit that update you were talking about, thnx...
I'll keep you guys informed...
:yes: