Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: quadinhonic_II on August 22, 2002, 04:56:02 pm
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Is there a way to put a miss factor on the Terran turret? I have this idea for a weapon but it has to NOT hits its target all of the time. I tried to copy and paste the miss factor from a beam but it didnt work. I've tried everything that i can think of (which isnt much). I'd appreciate any help:)
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Maybe making to turret's ai coward, or none will do it.
EDIT: or make a new ai class which has 0 accuracy.
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none of those helped
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ven the new ai class? Well, why would you need them to miss all of the time?(You knew that was coming from the moment this thread was started).
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Ok, get a levia and arm it with nothing but terran turrets. Then go in the weap tabl and change the Terran Turrets fire wait to like 2 or 1 or 3. Then make a mission with a leav (with all terran turrets) attack a Cain\lillith. Make sure the Cain doesnt fire its weapons so take them away in the events editor. Then play the mission and watch the fun.
But every energy blob hits it mark all the time. If the energy blob things are going the fast it would look better to have them miss alot. The weapon has amazing coverage. I call it the Repeater. A GTVA designed weapon that went bad because the energy blobs hit friendlys alot so the GTA got rid of it. Then you got Pirates that start using it. So you sorta get an idea of what I'm trying to do.
in fact i may not do it at all. Just an idea.
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I wouldn't mind being able to give a particular weapon a level of accuracy. That'd be a neat addition.
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But can we do it though?
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Sounds like this should be transferred to the SCP Bureau of making things happen.
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accuracy depends soley on the ai's accuracy as far as i can tell. the miss factor only works on beams:
+Miss Factor: 0.5 0.975 1.35 1.875 2.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
take a look. it's an extention of $BeamInfo:
i see what you mean, and try making an entry in the ai tbl saying something like: (this was originally the "general" ai entry)
$Name: < whatever you want >
$accuracy: 0.01 0.02 0.03 0.04 0.05
$evasion: 40, 50, 60, 80, 100
$courage: 40, 50, 60, 80, 100
$patience: 40, 50, 60, 80, 100
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I tryed that. They all hit their mark.
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Originally posted by Starfury
Sounds like this should be transferred to the SCP Bureau of making things happen.
the AI code is scary :shaking:
aicode.cpp: 15471 lines
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So what should we change: the Turret or the AI?
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well, you are trying to hit a cain. not exactly hard to hit. and could a turret be plausably that innaccurate?
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The cain is quite a small craft. Not that easy to hit. Now if the weapon always hit a sathansas at close range then your comment might be valid :)
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Well if the turret is firing that fast it wouldnt have time to precisely aim at the intended target. Also if every energy blob hits the target it would be overkill and it would look unrealistic. This weapon is supposed to just throw out energy blobs in the general direction of the target. I want to see some--half the blobs miss the target. And since its a fast firing weapon it would make up for the missed shot in the next volly.
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I like the rate of fire in Starlancer - there's a lot of heated death coming your way, meaning that the fights are more intense. :)
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Originally posted by karajorma
The cain is quite a small craft. Not that easy to hit. Now if the weapon always hit a sathansas at close range then your comment might be valid :)
hmmm, :looks at cain again: i supose....:D
is it at close range to the levvy?
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Sorta. I order the levia to attack the cain though.