Author Topic: Energy Missile  (Read 4267 times)

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Offline StratComm

  • The POFressor
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  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
I think so, but like so many features exactly how to do that has been lost with the search function.  TBP staff would probably know how to do it, as it's one of their requested features I think.  At any rate, you still can't define the engine glow for missiles.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
I think I solved the issue of making all SBank weapons targetable and to make enemy vessels use bombs against you...remove the "fighter" or "bomber" flag, and make it into "cruiser" or the like....just haven't figured out all the details yet...

I fiddled around with the flag change for a moment....tested it on the Myrmidon....and a friggin LEVIATHAN cruiser opend fire on me with an SGreen.  Think I found answer to my torp-target issue....even tried flying around in a LEVIATHAN and ORION .... a sight to behiold....of course your weapons are ALL AI controlled....now if only you could have certain weapons (i.e. port broadside) slaved to a certain weapons  bank (i.e. bank slot 1)...

Dont know if that was ever tried...but the artillery duel (even if my beam didnt fire and if i couldnt control the fire) with another LEVIATHAN while I was a LEVIATHAN...was interesting to say the least.  The TBP WhiteStar will probably help with this point.

Just my 2 cents. An epiphany of a solution for the all SBank weapons being targetable and used against all idea...
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 
Any REASON for the seemingly unnecessary CAPITALISATION? :p

You could edit the model (POF) file for a capital ship and alter the forward turret to be a fixed firing point for a primary bank. Broadsides wouldn't be possible though, as all primary weapons are only capable of firing along the ship's relative z-axis.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
If I get the inclination I may do more testing.. If I remember correctly the ISS Wraith's point defense phasers (AA) were shooting down photons (Carl the Shivan's Borg Torpedo table was my rosetta stone,  only effect images for other races and damage amount is different in the info).
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Offline phreak

  • Gun Phreak
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try using the particle spew for some plasma like effects.

Code: [Select]

$Pspew:
+Count: 1   (number of particles created)
+Time: 25  (time in milliseconds between particle creation)
+Vel: 0.4    (velocity of the particle as a percentage of the weapon velocity)
+Radius: 2.0 (particle size)
+Life: 0.15    (particle lifetime)
+Scale: 0.8   (angle such that theta = arccos(scale), used to determine spread of particles from centerline.  lower values will result in more spread particles)
+Bitmap: (name of bitmap)
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Offline MetalDestroyer

  • Starwars reborn!
  • 210
Quote
Originally posted by PhReAk
try using the particle spew for some plasma like effects.

Code: [Select]

$Pspew:
+Count: 1   (number of particles created)
+Time: 25  (time in milliseconds between particle creation)
+Vel: 0.4    (velocity of the particle as a percentage of the weapon velocity)
+Radius: 2.0 (particle size)
+Life: 0.15    (particle lifetime)
+Scale: 0.8   (angle such that theta = arccos(scale), used to determine spread of particles from centerline.  lower values will result in more spread particles)
+Bitmap: (name of bitmap)
[/B]


Do you have any screen for that ? Because i can't see what you mean.
And should we place that code into weapons.tbl and where exactly ?

 

Offline Wanderer

  • Wiki Warrior
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In new table files advanced distruptor uses pspew. It is right after the impact explosion radius entry.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
How would I change weapon turrets to fire directly ahead. I'm tinkiering but no luck so far.
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

  • The POFressor
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  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Delete the turret entry for that turret in the POF, add a gunbank, and put a firepoint at the location of the turret.  Modelview should be able to handle this task quite easily.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Okay. Will try that now.
As soon as I can figure out how exactly...modelview and all all except vpview are still confusing to me.
« Last Edit: October 27, 2005, 08:53:37 pm by 2479 »
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
I'm doing something wrong or I'm forgetting something entirely.  Not working. Everytime I think I got it right, I get this.

Error: Error parsing 'ships.tbl'
Error code = 1.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp
Line: 3033

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

  • The POFressor
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    • http://www.geocities.com/cek_83/index.html
It means you did something wrong in ships.tbl when setting up your firing point.  Use an Ursa or something as a rough template for what order the entries are supposed to go in, as you can't just change the turret to a PBank and expect it to work.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Ok. I took the Ursa and got the firing points for the turret to point forward. When I "Rotate Objects" the turret moves but the firing points remain fixed. So that part is dealt with I think. Attempting to figure out how to do what else is needed.
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

  

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Okay forget the ship turret issue. I got the "energy torpedo" to work using $PSpew.  Been trying to get the spew timing just right so that the spew doesnt continue on into space after the weapon is detonated.
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.