Author Topic: Odd FS1 bug...  (Read 2194 times)

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Offline Hippo

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Ok, i created  new bomb using the harbinger as the model... Now it is dumbfire, so it can be shot at anything, but when it is shot at a friendly destroyer, the destroyer goes evasive... it looks stupid, especialy because they were in subspace, and the point was that they had to stay still... is there any flag or something in FS1 that i can put into the weapon tables, like the Huge tag on beams in FS2? I can'ttell theships to stay still, because some missions have them moving...

any help?
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
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Offline Goober5000

  • HLP Loremaster
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Make sure your destroyer is actually tabled as a destroyer - otherwise, it might be using the fighter AI.  I think the "capital" flag is needed.

 

Offline Hippo

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its an orion, and a typhoon, and a demon, and a lucifer, and a hades, nda lilith, and a fenris, and an aten... It happens on all the Volition destroyers and cruisers... Havent tested on freighters though... I think its a problem with the bomb itself... it doesn't happen with harbingers...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
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Offline Solatar

  • 211
What flags does this new bomb have?

 

Offline Hippo

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Code: [Select]


$Name: Cataclyst
+Title: GTM-N3 Cataclyst
+Description:
Prototype
Anti-Capital Ship Bomb
Dumbfireable
Extremely Long Lock/Reload Time
$end_multi_text
+Tech Description:
GTM Cataclyst Description can be found at ww.sectorgame.com/ahtw/mods.htm as it is not in the table because you can't read it anyway...


$end_multi_text
$Model File: Harbinger.pof
$Mass: 35.0
$Velocity: 40.0
$Fire Wait: 40.0
$Damage: 3750 ;; damage applied when within inner radius
$Blast Force: 2500.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 250.0 ;; max radius for attenuated damage
$Shockwave Speed: 75 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.5
$Shield Factor: 0.10
$Subsystem Factor: 16.0
$Lifetime: 45.0
$Energy Consumed: 0.0
$Cargo Size: 80.0
$Homing: NO
$LaunchSnd: 97
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.02
$Flags: ("Bomb" "Huge" "Dumbfire" "player allowed")
$Trail: YES ;; Trail cannot be set if Exhaust is set
+Head Width: 0.5 ;; Width of trail nearest missile
+Tail Width: 2.0 ;; Width of trail before it "evaporates"
+Life: 2.0 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconmissile10
$Anim: LoadMissile10
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 20.0

VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

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Offline an0n

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    • http://nodewar.penguinbomb.com/forum
Just tell the ship to play-dead or stay-still or whatever using a sexp.

Use the training ones so whenever the secondary is fired, the ship gets Stay-Still orders.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline Hippo

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it doesn't look good when the ship is supposed to be following waypoints ad a bomb misses its target...

The freighters only smetimes do it... and the destroyers/cruisers do it even if it is 1 klick away and going to pass by the hull by half a klick...

training wont work either... i had the AI shoot at a cain tht departed before the bombs hit, and the orion in the backround went crazy...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
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Offline Hippo

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« Last Edit: June 28, 2003, 08:23:21 am by 681 »
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
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Offline TopAce

  • Stalwart contributor
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  • FREDder, FSWiki editor, and tester
The marks of " are basically mistaken in your TBL? They are needed.

Give the ship the 'No Dynamic Goal' flag in the misc options of the Ship Editor, and try again.
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Hippo

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I want to have it move, but shoot down the bombs and engage things... I don't want it to turn 75 degrees to port 2 seconds before it jumps through a node, and instead, jumps away from the node...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

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Offline diamondgeezer

The AI will try to evade weapons fire. No biggie. You might need an SCP tweak to fix this little 'problem'

  

Offline Hippo

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[list=A]
  • Its FS1
  • Its a capital ship, if it takes evasive action, it knocks everything about like a giant baseball...
  • it looks stupid when it turns half way around because a bomb missed its target...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

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