Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bri_Dog on August 29, 2002, 06:17:00 pm

Title: Sub Space Missiles
Post by: Bri_Dog on August 29, 2002, 06:17:00 pm
Could somebody tell me how to make an SSM? I'd like to try the feature out and see what it does.

-thanks
Title: Sub Space Missiles
Post by: vadar_1 on August 29, 2002, 06:30:53 pm
sigh.... I was saving this for Full Circle... but its not a big deal, expecially since i made it so it works a little better, but this is the skeleton of it. put this in SSM.tbl

Code: [Select]

;; subspace missile strike definition

$SSM:
+Weapon:SomeWeapon
+Count: 5
+WarpRadius: 100
+WarpTime: 3
+Radius: 1000
+Offset: 1500
#end



Replace +Weapon with a weapon from your weapons.tbl, count is the number of missiles, warpradius is the size of the subspace portal, warptime is the amount of time between the deployment and the arrival, radius is the total cone that the missiles can enter through, offset is probably something to do with where the cone goes. Fire it with the targeting laser, but its buggy as hell.
Title: Sub Space Missiles
Post by: Bri_Dog on August 29, 2002, 07:09:20 pm
cool thanks.

It does work right? Even with  whatever bugs it has?
Title: Sub Space Missiles
Post by: Colonol Dekker on August 30, 2002, 12:33:14 am
Didn't bobbau release a working SSM fix (tbl) ages ago??:nod:
Title: Sub Space Missiles
Post by: Bobboau on August 30, 2002, 12:59:07 am
I discovered the SSM table entries,
though I have made improvements with the sorce code
when they say buggy, they mean not very useful, like there is only one SSM entry, the lock time is hard coded, there is no way to stop it
Title: Sub Space Missiles
Post by: Pegasus V on August 30, 2002, 01:28:04 am
So what exactly does the SSM do? :nervous: