Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: IcyScythe on August 17, 2007, 10:13:45 pm
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Is there any way to target "nearest hostile missile after you"? I know B targets bombs but does it work on missiles? It's incredibly hard to evade missiles without countermeasures if you can't see them!
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doesn't a yellow arrow on the HUD point to a missile?
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yeah, but you can't actually target them.
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For what u want to do, there would be table editing involved. Go to the Wiki and look for the tables, then in the weapons table find the "bomb" flag. On every missile but the bomb flag on.
But that will have some VERY interesting AI behaviors being set off... :shaking:
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i think you should leave the missile targeting aspect to the Star Wars Conversion team.
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For what u want to do, there would be table editing involved. Go to the Wiki and look for the tables, then in the weapons table find the "bomb" flag. On every missile but the bomb flag on.
But that will have some VERY interesting AI behaviors being set off... :shaking:
As you said, bad idea. Then the ai will stop using the missiles on you, and only fire them at cap ships, rendering them more uselss then they already are (i'm refering to you own wingmen)
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BAD, BAD, BAD, BAD, BAD idea.
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BAD.
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What's the point in target missiles? They're fast, and they rapidly reach their target. They may have been specificately designed to be untargetable!
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Or do not have an EM signature large enough to be targeted.
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I no know him, but personally i was intend to use some king of "missile view", because i wish to use it to make cutscenes, i want a cam who follow the missile when destroy a fighter, for targeting the missile i placed the "bomb" flag in the missile, but still, not even bombs allow "target view" :(
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Is there any way to target "nearest hostile missile after you"? I know B targets bombs but does it work on missiles? It's incredibly hard to evade missiles without countermeasures if you can't see them!
I have the code for that thanks to Ni1s. I'll be adding it to the codebase at some point but it's only appearing in FSO 3.7 though so if you want it soon you'll need one of the more makeshift solutions others have posted.
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i make a missle a ship (like WCS's cruise missle) and give it kamikaze orders for s specific ship. this is also how im working out the "player commanded torpedos".
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Before SCP there was some dude who did some new code. Mainly added nice impact effects for weapons. But he also added a marker for each incoming missile. It was just a small transparent ring around the missile. Made them easy to spot and evade. IRC the rings only showed around missiles homing towards the playar and didn't obstruct view or anything. So when a fighter was coming at you head on and launched a swarm of hornets, a bunch of orange(ish) rings would appear around the missiles. It was easy to identify, target and launch a retaliation at the enemy while at the same time keeping an eye on the approaching rings.
I think I suggested such feature to the SCP at some point. But as usual I got the "that's stupid idea and it will never work" response from someone...
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Awww... Sounds like a cool thing, though.
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Interesting...is there a way to have it back? I like the orange ring idea.
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It was before the Source Code Project, when people were just fumbling around with the code and there were 20 different unofficial builds to choose from, sporting "stencil shadows!!!" or "AUTOMATIC BEEM FREEEES OMG".
So it's probably lost now.
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I see...but the SCP team should be able to recreate this feature. They have a lot of experience, right?
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Lucky for you I had at the time what nowdays could be called piece of crap rig with little or no space on the hard drive. So occasionally I found my self burning useless junk on CD.
I think I have it here. Komet's Mod... Size is 1066 KB packed so I can't attach it here. But if someone is interested, I can supply it for you by your preferred method...
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UL it on Hades Combine(as soon as the site comes back online). I'm interested on it and I can't wait...so please send me the mod via e-mail. Thanks :)
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Lucky for you I had at the time what nowdays could be called piece of crap rig with little or no space on the hard drive. So occasionally I found my self burning useless junk on CD.
I think I have it here. Komet's Mod... Size is 1066 KB packed so I can't attach it here. But if someone is interested, I can supply it for you by your preferred method...
Do you actually have the source code or just the mod itself?
Cause the latter can only show us what the effect looked like.
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Well what would you think? :p
All I have is the mod. That is an .exe, readme and a tiny .vp that propably contains the new hud elements...
Edit:
...so please send me the mod via e-mail. Thanks :)
Nice of you to hide your email address...
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The VP at least might be useful. :)
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if someone knew how to decompile an .exe without corrupting the code, we could see what he did.
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The VP at least might be useful. :)
I think that was small enough for attachment... I'll check that when I get home...
EDIT: I threw the whole mod up on some random file host I googled. :rolleyes:
It be here. (http://www.filefactory.com/file/00f5d9/) I'm sure the author wouldn't mind. :)
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Whats wrong with the yellow pointers in your hud pointing at all those missiles coming at you? just keep them in the left or right and use countermeaserus!
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http://www.geocities.co.jp/SiliconValley-PaloAlto/8376/index-e.html
Hmmm. The source code is supposedly on his website (Which was mentioned in the readme and surprisingly was still up).
I've already grabbed it. I can take a look later.
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(http://koti.mbnet.fi/vekkup/FS2/FSPage/Pics/screen0017.jpg)
Scripted.. Each circle marks a weapon. Well in that screenie any weapon. But it can be - fairly easily - limited to only certain weapons
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The circles are way too big and look... Freaky.
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Ever heard a phrase 'proof-of-concept'?
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Is it possible* to add a range or target constraint? I imagine a volly of Tempests would get extremely annoying with such a system
*(not could you do it)
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Is it possible* to add a range or target constraint? I imagine a volly of Tempests would get extremely annoying with such a system
Don't really see it as necessary...
A "volley" would just be group of missiles moving in a line. If they are coming at you, it would just basically be one circle.
And only ones shooting volleys would be the one and only player, as I haven't really seen AI doing this.
And IRC komet did it so that only missiles that had the circle were those homing towards the player. So those shot by player or shot by someone else at something else, would not get the circle...
I'm not 100% sure this is how it was. But it surely is how it should be.
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Ever heard a phrase 'proof-of-concept'?
It's a strange phrase.
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"No other HLPer is smart enough(karajorma excluded) to give his threads Latin names."
"With one nebula set, it is possible to create a WIDE range of different backgrounds – no two systems should look the same. Experiment!" - Lightspeed
"Two areas of the same system shouldn't look the same. Experiment!" - Correction by me
......::::::Temple of Karajorma::::::......
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Sacrificed Newbies: 52
Vidmaster: what exactly is INFA SA ? Inferno Alliance what ?
Me: Standalone. A WIP Standalone version with a longer campaign and plenties of ships.
Snail: Not to mention high poly versions of a lot of the old ships...
Woomeister: and FS Port compatability...
Me: And much, much more... Soon on HLP!
Snail: Terms & Conditions apply
The FAQ - And I hurled them into the void of spam with no fear... - DON'T EXECUTE KENNETH!!!
Or does not have a signature large enough to be targeted.
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There, fixed?
*laughs so much he forgets that there is a missile approaching him*
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That screenshot looks like those Jurassic Park arcade games where you have to kill Rex.
Anyway, I think its more fun dodging missiles without visual contact on the missile.
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Well, this would be a great feature to have if the circle was refined into a cool targeting reticle since in ROBOTECH(tm) the fighters often shoot down incoming missiles by gun or their own anti-missile systems.
So in that regard, the Robotech Mod would be interested in seeing how (if any) development is done with this feature...
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Sacrificed Newbies: 52
Thanks, I forgot it! :)
(http://koti.mbnet.fi/vekkup/FS2/FSPage/Pics/screen0017.jpg)
Uhm...."orangish"? I would say "redish". And Snail is right, they're too big...and freak.
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It was a proof of concept.
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lol