Author Topic: new weapon type image heavy  (Read 7156 times)

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new weapon type image heavy
i got news posted on the SCP website
just another newbie without any modding, FREDding or real programming experience

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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
new weapon type image heavy
'Bout time someone updated it.:yes:

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
new weapon type image heavy
is there a way of trigering this when a SSM strike is called from the old system, ie a sExp
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Offline phreak

  • Gun Phreak
  • 211
  • -1
new weapon type image heavy
i guess that would work.
Offically approved by Ebola Virus Man :wtf:
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Offline J.F.K.

  • 29
new weapon type image heavy
It'd open up entirely new mission tactics. The new frigates can skimp on speed, armour and anti-fighter defences, but will have huge offensive capacity. Park them outside of beam range in the mission field - what would that be, 30km or something? And have something like Pegasus fighters flying about tagging targets (just like the TAG system, except that's for beam cannons) for SSM. Once you've got sufficient target data, the frigates launch their barrage against the enemy. (We probably ought to make the 'sufficient' data something like 120 seconds worth of targeting laser. That sounds like a lot, but it can't be too easy - otherwise the power of SSM won't be balanced. And you could spread it out between a wing of fighters - 30 seconds each from 4 fighters, something like that.) Gee, the possibilities...
.
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
new weapon type image heavy
The "Sufficient data time" should be a FRED option, if it's implemented. (That shouldn't be too hard, just copy and paste and edit)
-C

 

Offline Flaser

  • 210
  • man/fish warsie
new weapon type image heavy
I think it should be changed to is-taged-delay.
That way it would be controlled by the target's status, so all that matters would be its status, not who was tagging it.
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Offline Hippo

  • Darth water-horse
  • 211
  • Grazing.
    • All Hands to War
new weapon type image heavy
Code: [Select]

When
>is-tagged-delay
>>Target
>>>5
|
Then
>good-secondary-time
>>wing/ship with SSM
>>>Local SSM
>>>>10


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Offline phreak

  • Gun Phreak
  • 211
  • -1
new weapon type image heavy
use turret-lock / turret-unlock, or turret-tagged-only.  there should be a new sexp that specifies turrets that can be slaved to tag missiles, rather than all turrets

good mission ideas:

the player's wing are bombers and they go in and destroy an awacs ship so stealth fighters can come in and tag with impunity. (or go the other way around)

guard a missile frigate from a counter-attack while it pummels the main fleet from a distance.

defend a fleeing refugee convoy from attacking cruisers. using normal weapons, the convoy would be slaughtered. think the last mission of fs2. just camp by the node and pop these off at incoming shivans.  of course, you can jump some hostiles in close to the player and have them explictly attack him.

break through a blockade that would be suicidal to go through otherwise.
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
new weapon type image heavy
A question: how is the maximum targeting range of a local SSM missile determined?  Regular missiles use lifetime*velocity to determine their effective range, and do not target anything outside of that range.  But local SSMs only calculate their lifetime from the point at which they re-emerge from subsapce.  What, if anything, does this do to the targetting range?  Better, if I have a local ssm missile that I want to travel at 65 m/s in normal space and have a targeting range of 4000 meters, how long a lifetime do I need?
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Offline phreak

  • Gun Phreak
  • 211
  • -1
new weapon type image heavy
lifetime * stage 5 velocity = maximum range during terminal dive. in my example. it travels 15km before it explodes.

if the local ssm isn't locked when its fired then it will go as far as its inital velocity * lifetime

as for the lock range. its always in range due to the subspace engine ;)
Offically approved by Ebola Virus Man :wtf:
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
new weapon type image heavy
So a turret mounted local SSM will merrily fire from its host capital ship at any enemy cap, even if it is 40 km away?
Sesqu... Sesqui... what?
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The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
new weapon type image heavy
it might be a good idea to have a maximum range for this in the weapons info, optional string in the table, 0 meaning there is none
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
new weapon type image heavy
aslo a good idea, a flag that means the weapon cannot be fired unless the targeted ship is tagged
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
new weapon type image heavy
Will this be in 3.6?
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Offline Darkage

  • CRAZY RENDER RABBIT
  • 211
new weapon type image heavy
Local SSM is already implanted, see Phreaks siggy for link to the exe.
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Offline phreak

  • Gun Phreak
  • 211
  • -1
new weapon type image heavy
i'm going to work on bob's proposals later today.
Offically approved by Ebola Virus Man :wtf:
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Offline phreak

  • Gun Phreak
  • 211
  • -1
new weapon type image heavy
updated table at the beginning of this thread to show changed that bobboau suggested
Offically approved by Ebola Virus Man :wtf:
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new weapon type image heavy
Torpedoes warping in behind a ship?. Sounds like that manga movie Space Cruiser, where that Gorgon command ship teleported a wing of bombers behind the Yamato.
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