Author Topic: Spawning weapons  (Read 1217 times)

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I have two ideas to make spawn weapons a bit more versatile:

a) Ability to spawn more than one object type. Currently you can add a second (and presumably more) "spawn x,n" string to a weapon's flag field, but the game only processes the first.

b) Ability to have spawned objects target the parent's original target exclusively, instead of the random targeting of submunitions we have at the moment.

 

Offline karajorma

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Took me a while to realise you weren't on about the weapon-create SEXP :D
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I was thinking of using this mainly to make a more flexible torpedo - such as one that launches smaller decoy drones that can spam fighter escorts and defence turrets, giving the main warhead a bigger chance to make contact. I'm sure there are other more creative uses one could think of too though. ;)

  

Offline Nuke

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seconded. want to be able to have the spawned ammunition inherit the parents aspect target. i have a multistage missile that ive been playing around with. the initial stack flies until it runs out of fuel in order to get the second stage to range, second stage is more for faster manuvering and intercepting the target. the full stack can be used against capships at a lesser range to create more damage, or can take out smaller ships from extreme ranges. only problem is the second stage pretty much does its own thing, ignoring the initial target. probibly best implemented as a flag on the baby weapon.

would also be cool to have live spawn, objects spawned at interval while the original weapon is alive, for either spewing decoys or perhaps even defensive projectiles, missiles, ect.

what else can we do with spawns? what about arbitrary spawned angle, we can already difine the spawn cone but what about setting an arbitrary axis for that cone to originate from, like if i want to scatter the spawn in a 5 degre cone but pointing in reverse, like a mine spread to impede interception.

also with weapons with a bomb flag, can we have a detection weight. ai will prioritize their targets based on the weight value, the bigger the value the more the ai will want to shoot at it first. this lets us do things like decoys and stealth warheads better. to protect reverse compatability all weapons will defaut to some value if none is specified.

just a few ideas :D
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