Author Topic: Need help with weapon modifications  (Read 1599 times)

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Offline mr.WHO

  • 29
Need help with weapon modifications
1) Hello I modified Tempest missles to launch in 6 missile salvo (one by one like Hornet, not all at once like Tornado), after it, it have 2 seconds refire wait and it's OK.

My problem is that I want 6-missile salvo to fire at faster rate but I dunno how :(
I'm not sure but I think that all salvos fire in the same amount of time like hornet salvo, no matter how large the salvo is, so If I increase the salvo number it will have to fire at faster rate. As I said I'm not sure if it's true, but if is, then I want to change the firerate without extending the salvo size.

2) Is there is a way to include recoil for primaries and secondaries? I used modifed maxim entry, but even if the HUD shakes when fire, the shots still fly in the same path.

3) Is it possible to make shotgun weapon that shoots some number of bullets like tornado but with recoil and random spread that will increase with range (so if you shoot at close range you will hit with all of bullets, but in long range most will miss).

 

Offline mr.WHO

  • 29
Re: Need help with weapon modifications
4) How to make a BSG style nuke effect? with media vp it looks like the closes thing to nuke look is the EMP bomb in initial explosions stage, however after 1 or 2 seconds it become 2D plane shockwave (I know it's upgraded shockwave and it looks waaaayyy better that old FS2 shockwaves), what I want is a 3D looking bright fireball that exist for 4 to 5 seconds and do lot of dammage and some pushing force for nearby fighters and if detonated close to player (in front of him).

 
Re: Need help with weapon modifications
1) http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Swarm:

There's a +swarmwait thingy there, set it to a low value and the missiles will fire quicker.

2,3) Try making a secondary weapon (a shell) that explodes 0.05 seconds after launch. Make it spawn the pellets at a low angle:

http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Spawn_Angle:

To get recoil, give the exploding shell a nice and powerfull shockwave (be sure the damage is set to zero though so you don't kill yourself). Recoil made the traditional way only shakes the screen.

4) As far as I know, all explosions in FS are 2D. BTW- request for future versions of SCP: the ability for a weapon to generate particles on impact, along with shockwaves and explosions.
'Teeth of the Tiger' - campaign in the making
Story, Ships, Weapons, Project Leader.

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
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Re: Need help with weapon modifications
I think he means he doesn't want it to look like a planar explosion.
Nobody dies as a virgin - the life ****s us all!

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Offline mr.WHO

  • 29
Re: Need help with weapon modifications
Trashman is right.


5) I made a ballistic fighter flak cannon using "standard flak" entry:

Code: [Select]
$Name: FC-10 Cluster
+Title: XSTR("Cluster FC-10", -1)
+Description:
XSTR(
"Standard Issue
SPS 10, H 10.8,
S 9.6, Su 3.6", -1)
$end_multi_text
+Tech Title: XSTR("Cluster FC-10", -1)
+Tech Anim: Tech_M_HL-8
+Tech Description:
XSTR(
"Flak gun."
, -1)
$end_multi_text
$Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 700.0 ;; really fast - like AA fire
$Fire Wait: 0.5 ;;
$Damage: 30
$Blast Force:               45.0
$Inner Radius: 20.0                                    ;; radius at which damage is full
$Outer Radius: 30.0                                    ;; max radius for attenuated damage
$Shockwave Speed: 0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 1.5
$Energy Consumed: 0.0
$Cargo Size: 0.3
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("player allowed" "Flak" "particle spew" "ballistic")
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: Exp20
$Impact Explosion Radius: 25.0
$Muzzleflash: mflash_small

My problem is that when I try to add rearm rate entry game keeps showing me a lots of errors about whole weapon and If Idon't have it then I have strange stuff with supportship that only load 100 bullets (even if my bomber can have 200) and do nothing (it don't even undock)   :(
« Last Edit: February 08, 2010, 09:47:24 am by mr.WHO »

 

Offline mr.WHO

  • 29
Re: Need help with weapon modifications
7) How to use $Spawn Angle?
it's a normal line or flag? I use it with parent of spawned weapon ??

Now I want to make a synaptic weapon that after detonation spawns some heat seeking missiles (in 20 degree spread) in front of detonated missile

Somethink like

               /  / /
              /  / /
             /--->---
-->--->-x----->----
             \--->---
              \  \ \
               \  \ \

 
Re: Need help with weapon modifications
Here's part of the .tbl entry for the Tiigran-Merisst shotgun (the Mitrailleuse) to give you an idea how to use $spawn angle:
Code: [Select]
$Flags: ( "Spawn pellet, 20" "player allowed" )
$Icon: iconTrebuchet
$Anim: trebuchet
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 1.0
$Spawn Angle: 0.8

This gives a spread of up to 0.8 degrees away from the direction the weapon is heading when it explodes.
'Teeth of the Tiger' - campaign in the making
Story, Ships, Weapons, Project Leader.

 

Offline mr.WHO

  • 29
Re: Need help with weapon modifications
Ok everything works fine exept:

Quote
5) I made a ballistic fighter flak cannon using "standard flak" entry:

Code: [Select]
$Name: FC-10 Cluster
+Title: XSTR("Cluster FC-10", -1)
+Description:
XSTR(
"Standard Issue
SPS 10, H 10.8,
S 9.6, Su 3.6", -1)
$end_multi_text
+Tech Title: XSTR("Cluster FC-10", -1)
+Tech Anim: Tech_M_HL-8
+Tech Description:
XSTR(
"Flak gun."
, -1)
$end_multi_text
$Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 700.0 ;; really fast - like AA fire
$Fire Wait: 0.5 ;;
$Damage: 30
$Blast Force:              45.0
$Inner Radius: 20.0                                    ;; radius at which damage is full
$Outer Radius: 30.0                                    ;; max radius for attenuated damage
$Shockwave Speed: 0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 1.5
$Energy Consumed: 0.0
$Cargo Size: 0.3
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("player allowed" "Flak" "particle spew" "ballistic")
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: Exp20
$Impact Explosion Radius: 25.0
$Muzzleflash: mflash_small

My problem is that when I try to add rearm rate entry game keeps showing me a lots of errors about whole weapon and If Idon't have it then I have strange stuff with supportship that only load 100 bullets (even if my bomber can have 200) and do nothing (it don't even undock)   :(

 

Offline The E

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  • 213
  • Nothing personal, just tech support.
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Re: Need help with weapon modifications
Knowing just what errors the game shows you would kinda help.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Need help with weapon modifications
Ok everything works fine exept:

Quote
My problem is that when I try to add rearm rate entry game keeps showing me a lots of errors about whole weapon and If Idon't have it then I have strange stuff with supportship that only load 100 bullets (even if my bomber can have 200) and do nothing (it don't even undock)   :(

Do you put the $Rearm Rate: thingy right below the $ImpactSnd: in the .tbl?
 
'Teeth of the Tiger' - campaign in the making
Story, Ships, Weapons, Project Leader.

  

Offline mr.WHO

  • 29
Re: Need help with weapon modifications
that fixed it, thanks.