Author Topic: Two more things  (Read 12249 times)

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Bobboau,
You've probably already found it, but it looks like the default bindings are set up in ControlsConfigCommon.cpp in the table:

line ~406: config_item Control_config[CCFG_MAX + 1]

 

Offline Bobboau

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bumping this becase I'v seen a bunch of people asking about adding controles and this has a lot of info about that
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Offline RandomTiger

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Its quite easy actaully, but I chose a special case that lead to problems. Also Bob I've used up slot 107 with my last checkin so you'll have to watch for that when you checkin. :)

 

Offline Fury

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Since there is no properly named thread in this forum, I might as well add another thing to the list...
If this has been said before recently, sorry.

How about multi-barreled turrets on sides? In FS2 demo multi-barreled side turrets were enabled, but in full version disabled. Don't know why though. Many ships would be much better looking if they just had better looking turrets, instead of clumsy flatties.

 

Offline RandomTiger

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Got screen?

  

Offline Sandwich

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Offline Fry_Day

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Mr. Fury, I doubt that side multibarreled turrets were enabled in the demo, since I recall their not being included in the game as a code problem that would require hefty amounts of work to be fixed. Bring Screenshots to prove that the demo had those enabled. Perhaps you're confusing with the deimos render which shows it with side turrets that aren't flat, even though it doesn't have them in-game.

 

Offline RandomTiger

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If anything the demo is totally cut down visually from the full game. When I was working with trying to load the demo data all the FS2_DEMO defines got rid of stuff.

Lets have some screens and find out whats going on.

 

Offline Fury

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Hey, I don't have the FS2 demo. In fact I have never even played it. But many ppl has said that Deimos had multi-barreled turrets on sides. As far as I know, it was never proved otherwise.

I might be wrong though.

Either way, multi-barreled turrets on sides would be excellent addition. Flatties are so poor...

 

Offline Fury

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By the way, since you can have a look at how AI works...
Can you tell how turret AI defines what weapon it uses?
I mean, take GTD Orions huge three-barreled turret as an example. Arm it with a beam, a flak and pulse weapons. How AI uses them?

In my own experience, it just sticks with the first weapon, whatever it is.

 

Offline RandomTiger

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Righteous1 is the guy to ask about AI

 

Offline Fury

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And one more thing...

How about a possibility to change how much shockwaves damages shields, hulls and subsystems? Different mods could use different values.

If you can, you could make this even further... shockwaves in general or by ship or weapon.

Imagine a missile that creates a massive shockwave that disables just every subsystem in radius.

Only problem with that is 2D shockwaves... Hmh, doesnt I-War2 have 3D explosion shockwaves?

 

Offline Fury

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Quote
Originally posted by Mr. Fury
By the way, since you can have a look at how AI works...
Can you tell how turret AI defines what weapon it uses?
I mean, take GTD Orions huge three-barreled turret as an example. Arm it with a beam, a flak and pulse weapons. How AI uses them?


Does anyone know?

Is there even any reason to have more than one weapon in one turret? If yes, then what? And if not then why does Orion have three different weapons in it's large turrets?