Author Topic: Weapon Proofreading  (Read 2330 times)

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Offline Hyper Ion

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I'm very new to major .tbl editing and weapon creation. Before I begin testing, I wanted to get some opinions from everyone here if you notice any balancing issues or see something that will cannibalize the engine if used.

The weapons are...
  • Subach/Mekhu Hybrid xaser (not as awesome as it sounds....)
  • EMP Laser (More to be used against you :drevil: )
  • Spreadshot weapon (shotgun)
  • Heavy Kinetic Missile (Morning Star in ballistic form)

This is something I've never tried, so I'm a bit anxious to test 'em. Also a bit lazy to set up a FRED mission plus a mod. :lol: I need the outside influence first to make sure this is right, then I'll see about getting that ambition.

[attachment deleted by admin]
"Your ignorance is my bliss... well, unless it affects me negatively."

 

Offline Hellstryker

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You can do near anything with weapons in the tbl, dont be afraid to experiment. your fine as long as you dont edit any of the existing weapons  ;)

 

Offline Polpolion

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Quote
Also a bit lazy to set up a FRED mission plus a mod.

And you think we're not lazy?

 

Offline Hellstryker

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Well said.  :nod:

 

Offline Hyper Ion

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  • I'm insane. Deal with it.
Code: [Select]
Well, I just now tried opening FRED, and got some errors on most of the weapons added.


EDIT: Removed error revolving around the Shotgun. I didn't know I needed $FOF before $Shots.

EDIT: Figured out that I forgot to switch the Hammer's homing type to ASPECT.  Those three little errors are not present here anymore.


The next error was resolved upon changing the weapon to ASPECT, but I'm still curious why it happened.
[code]Error: weapons.tbl(line 4528:
Error: Required token = [#End] or [$Name:], found [$LaunchSnd: 87 ]
in weapon: Hammer.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


EDIT: Well, the Shotgun's FOF is extremely too large, so I decreased it to 3. As for the Hammer... it's lacking that Hammer quality. I never managed to hit my targets very well, so that may be why I had trouble putting the "push" on 'em.

HOPEFULLY LAST EDIT: I'm using a modified version of TrashMan's Vulcan cannon, and I'm getting the oddest error.
Code: [Select]
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I go to Line 1902, and I'm at the Shivan Anti-Fighter beam. O.o Anyways, this happens only when my ship is using the Vulcan. In addition to that error, the Vulcan isn't showing any physical laser. In other words, the shots are invisible. This is the Vulcan I'm using.

Code: [Select]
; Vulcan
$Name: Vulcan
+Title:                                XSTR("GTW GP-2 Vulcan", 3302)
+Description:
XSTR(
"High Energy Usage
High rate of fire
Medium Damage", 3303)
$end_multi_text
+Tech Title:    XSTR("GP-2 Vulcan ", 3304)
+Tech Anim:    TECH_GP-2_V
+Tech Description:
XSTR(
"The Vulcan is a gattling weapon that fires plasma bursts. It has great range and deals a lot of damage with each shot, while at the same time offers a rapid fire rate. On some SOC warships, a modified version is used as anti-fighter weapon.", 3305)
$end_multi_text
$Model File: none
@Laser Bitmap: VulcanX
@Laser Glow:    2_laserglow03
@Laser Color:    20, 150, 20
@Laser Color2:    20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 0.5
@Laser Tail Radius: 0.5
$Mass:                                 0.2
$Velocity:                             1200.0                           
$Fire Wait:                            0.1                           
$Damage:                               10
$Armor Factor: 1.0
$Shield Factor: 0.7
$Subsystem Factor: 0.7
$Lifetime:                             1.0
$Energy Consumed: 0.1                           
$Cargo Size: 0.0                             
$Homing:                               NO
$LaunchSnd:                            80                             
$ImpactSnd:                            85                              ;
$Flags:                                ( "player allowed" "stream")
$Icon: Vulcan
$Anim: VulcanTECH
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 0.8
$FOF: 0.1
Yes, the VulcanX thing is in the effects folder.[/code]
« Last Edit: December 23, 2007, 11:38:49 am by Hyper Ion »
"Your ignorance is my bliss... well, unless it affects me negatively."

 

Offline Wanderer

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Code: [Select]
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
The line listed after the filename (which often points to a file that is not on your computer) is a reference to the line in the code where the game encountered problem.

And that error pops up only if you start the game with vulcan included in the tables? Or try to load a mission where vulcan is included?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Hyper Ion

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  • I'm insane. Deal with it.
It comes up only when a mission is loaded where the Vulcan is being used.
"Your ignorance is my bliss... well, unless it affects me negatively."

 

Offline Wanderer

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Hmm.. dunno what is actually wrong with that.. On a first glance it seems ok. I assume you do not have too many weapons (max 200). You could try writing the '$Model File: none' without tabs - also what are you using for editing the files?

Also as most of the lines in the weapons.tbl are now optional you could simply try commenting out the line
That is to change
Code: [Select]
$Model File: noneTo
Code: [Select]
;$Model File: none
Or remove that entry altogether.

If that does not help then could you run debug build and find the file named 'fs2_open.log' (should be in the main data directory). The last five or so lines of that files might help solving the issue.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Hyper Ion

  • 26
  • I'm insane. Deal with it.
I changed the laser glow to the Morning Star's, and everything worked fine. I don't think VulcanX was converted to a .pcx correctly.
"Your ignorance is my bliss... well, unless it affects me negatively."

 

Offline Wanderer

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Why would any one convert anything into pcx is yet another mystery
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Hyper Ion

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  • I'm insane. Deal with it.
I think the custom weapons .tbl was made several years ago.
"Your ignorance is my bliss... well, unless it affects me negatively."

 

Offline S-99

  • MC Hammer
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  • A one hit wonder, you still want to touch this.
A ballistic version of the morning star already exists. This weapon is called the maxim, the maxim even has the exact same firing rate as the morning star too. Making a missile version of a ballistic version of the morning star? Sounds interesting.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 

Offline Hyper Ion

  • 26
  • I'm insane. Deal with it.
A ballistic version of the morning star already exists. This weapon is called the maxim, the maxim even has the exact same firing rate as the morning star too. Making a missile version of a ballistic version of the morning star? Sounds interesting.
Meant to be missile form, I suppose. The missile's intention is to knock the enemy player for a very big loop, but the effect is next to useless so far. I've cranked up the blast force, mass, velocity, and fire-rate, but so far no good. Then again, the Ezechiel is a bad fighter to test this stuff on. (It's too damn manueverable)
"Your ignorance is my bliss... well, unless it affects me negatively."

  

Offline S-99

  • MC Hammer
  • 210
  • A one hit wonder, you still want to touch this.
In that case the best weapon i've seen so far that is very good for knocking an enemy around is the pirhana. When it directly hits an enemy it knocks them up quite a goo bit. The little bomblets don't do crap of course, but the huge shockwave from the pirhana will shake up a fighter for many seconds. The shake up effect i'm describing though, doesn't knock the fighter around say like the morningstar does. It paralyzes the enemy fighter pretty much for many seconds, and does good shield damage too.

I'm not saying hey look the pirhana already exists. If i were you i'd check out the pirhanas shockwave effect on a fighter and work from there. The fact that the pirhana shockwave has great paralyzing effects (and even some knock around for fighters) is something that you should definitely look into for the idea behind your weapon.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.