Author Topic: Beam aiming  (Read 4285 times)

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Offline Kosh

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Quote
Originally posted by kietotheworld
Yeah, you try to jump out and then a BFRed, previously targeting the now destroyed Colossus, zoooms over and you blow up.



No, it shouldn't use its BFReds at you. Isn't there something coded to keep that from happening unless it is forced?
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Offline Trivial Psychic

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I've been shot at by cap-ship beams before, but it would seem that this only occurs when a friendly cap-ship is near you, within 80 or so degrees in the enemy's field of fire.  Back in Retail, I was playing the port and when the Lucifer jumped in and fired on the Galatea, I was ticked at it and closed in to fire my Tsunamis at it in vain.  I was staying well out of the Lucy's targetting solution on the Galatea and was preparing to fire my bombs, when WHAM!!!  The Lucifer fired off its port beam (LReds effectively) and cut me down, well out of the field of fore for the Galatea. More recently, I was testing out the Sirona against a Deimos.  I was sitting over the Sirona's hull and I saw the slasher beams on the Deimos charging up, so I pulled up and hit my burners.  I was some distance above the Sirona when the TerSlash grazed me and cut my hull down to 20 percent.  It may be important to note that in both instances, I was flying a bomber.
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Offline WMCoolmon

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Were there any bombs near you in either case? I think cap ships do fire their main beam cannons at bombs.
-C

 

Offline FireCrack

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Well anyone have the awnser? do beams pick their firing vector before, or after charging?
actualy, mabye not.
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Offline Trivial Psychic

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Quote
Originally posted by WMCoolmon
Were there any bombs near you in either case? I think cap ships do fire their main beam cannons at bombs.

I don't recall firing a bomb during the first incident, but that was some time ago.  As for the 2nd, absolutely not.  I had just fired off a couple of Trebs at it a bit earlier though.  Perhaps the code must require that the targetted bomber be causing a threat to the firing cap-ship.
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Offline Taristin

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Trebs count as bombs, ne?
Freelance Modeler | Amateur Artist

 
No, they don't. You're thinking of Stilettos

 

Offline Taristin

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Probably. I haven't actually played FS2 in months.
Freelance Modeler | Amateur Artist

 
Quote
Originally posted by WMCoolmon
Were there any bombs near you in either case? I think cap ships do fire their main beam cannons at bombs.
I'm pretty sure the AI (both turret AI and fighter AI) won't fire "huge" weapons at bombs. They might fire weapons that are both "huge" and "bomber+" (like the Trebuchet) but the relevant AI code is kind of confusing and I don't really want to spend an hour trying to figure it out... :eek:

 

Offline Taristin

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What we really need is a sexp that'll make a ship fire a weapon from a specified primary or secondary bank at a specified target.
Great for setting up a 'shot heard round the world' instance.
Freelance Modeler | Amateur Artist

 

Offline Trivial Psychic

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Wow!!  _argv[-1]!  We haven't seen you around here for some time.  Back to take a gander at what 3.6.5 has to offer?
The Trivial Psychic Strikes Again!

 
I'm baaaaaaaaaack. Didja miss me?! :D

I did take a gander at what 3.6.5 has to offer. Cool, cool stuff. I'm impressed!

I'm also back to get (some of) my code back in, and more carefully this time. ;) I found an old diff with all of my changes, so it's just a matter of semi-redoing things. I already put back my fix for turrets not shooting at asteroids, for instance.

 

Offline Trivial Psychic

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If you stick around long enough they'll probably slap an SCP avatar on you.  You should also take a look at Kazan's Ferrium.  There hasn't been much happening there in recent months, but I don't think it had even started when you were here last.

Its good about the asteroid thing, though the SCP guys may request that you make it disabled by default.  After all, since Retail turrets didn't shoot at asteroids, it'd break missions like "Rebels and Renegades" where you've got to protect the Iceni from Vasudans and asteroids.  The audio says that the gunners on the Iceni will help out in destroying asteroids, but they don't.  Allowing them to fire on the asteroids would make the mission too easy.  This fix isn't something that could be enabled by a command line, mission flag, or on an individual ship basis like as part of the initial status list is it?  That way the FREDer can decide if he wants cap-ship A to fire on asteroids, but cap-ship B to focus all its fire on hostile vessels.

You may be interested to hear that Bob has develloped support for destroyable, non-targettable submodels, with additional support for sub-object animations (and we're not talking .ani here).  He says that sub-object movements (ie, movement other than those based on rotation) may be somewhere on the horizon, allowing things like recoil for turret barrels.  These are not yet in CVS, but they've been getting quite alot of attention.  We've also had quite alot of hi-poly versions of cannon ships being released, and even more on the digital drawing board.  There's also been Lightspeed's texture upgrades to support alpha-environment mapping and animated glowmaps for certain ships.  Taylor also implimented an alternative format for .ani, in the form of .eff as a collection of pcx, jpg, or dds files strung in sequence, which has sprung some new effects in the media VPs for 3.6.5.

Here's hoping you stick around a little more this time around, and welcome back to the neighbourhood.

Later!
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Offline Goober5000

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Rebels and Renegades is actually harder than it should be, judging from the difficulty level of the rest of the campaign.  It looks like the mission was designed to have capships shooting asteroids, and then someone accidentally deleted the code.

Incidentally, taylor and I have been talking about the asteroid code for the past week, and taylor's comparing it with FS1.  We might change what you committed.

And as for your features: Add them carefully and slowly this time, so that we have time to look them over before you add anything else.  If you add them all it once I'll have to roll them back again.

 
Wait, the retail version does NOT have turrets shooting at asteroids??

Huh. I thought it did. It also turns out that turrets were shooting the parent ship, too. Weird. Okay, it's disabled by default now, and I'll figure that out and give it command line options / ship flags / mission flags later.

I'll probably post another thread with some questions when I have the time (later tonight, probably).

Sorry about that.

  
G5K: Thanks for the tips. I was planning to put most of them behind #ifdefs this time. There's also no way for me to do it non-slowly this time, since I lack the time and energy to do it quickly. That said, I will do as you say.