Author Topic: Weapon and AI Requests  (Read 6818 times)

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Offline IceFire

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Weapon and AI Requests
I'm not sure if I've made this request before.  If the team has all of the goods on this already in the works than feel free to let me blabber on while you already have the good word coming :)

ie. If you already know and plan to do something about these than I'm happy already! :D

Shield Ignoring Weapons - Weapons that ignore shields and pass right through them as if they aren't there.  Applies to both missiles and guns hopefully.

Burst Fire Guns - Fires several rounds of pulses at one time.  This already works to an extent in FS2 by putting the $Swarm tag on a turret weapon.  The problem at the moment is that the normal turret tracking is not used and the pulse fires down the normal...no matter the FOV of the gun.  Table additions would specify the number of pulses and delay between each round fired in a burst.  The normal delay time would indicate time between each burst (so, zap zap zap....paulse....zap zap zap).

Gunship AI - This one would benefit TBP for sure and I bet others could put it to good use.  A number of Babylon 5 vessels are much larger than fighters or bombers and carry heavy weapons but have those weapons pointing forward.  Examples include the infamous WhiteStar, SunHawk, and the Vorchan.  But these vessels have a number of capital ship qualities too including missile turrets, fighter launch bays, and their larger size.  We need a new classification of vessel (ie. like "fighter" or "cruiser") for the tables to specify that the ship is a larger type vessel but that it manuvers like a fighter would to place its fighter like weaponry on target.

Thanks for hearing me out!
- IceFire
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Offline phreak

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i remembered seeing something dealing with the "swarm" tag and turrets, i will look into it.
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Offline Galemp

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Offline tomcat

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There is  a specific part of the AI code where is specify that only ships that are not fighter or bomber can have fighter bay ..that is why seting Whitesatr as Bomber crashed since there is an ASSERT to check it
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Offline Fury

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There's one event I could use in some of my missions.
change-weapon or something like that.

This event changes currently equipped weapon on specified turret to another weapon.

For example, EA Omega class destroyers have specialized anti-fighter turrets that does have two firing modes: pulse and beam.

It would be handy to change them in mission.
That was but one example.

Sorry if this was wrong thread for this suggestion, but this shouldn't be off topic? :p
« Last Edit: November 04, 2002, 04:04:01 am by 173 »

 

Offline Fineus

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Sounds good, a FRED tag somethnig along the lines of when a certain event happens, a certain ship changes a certain weapon on a certain turret. Could be fun, especially if you could have some sort of automatic weapon cycling ;)

 

Offline IceFire

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Sounds good Mr. Fury...
- IceFire
BlackWater Ops, Cold Element
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Offline Fury

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My apologies for everyone, but now I am going a bit off topic...

Ladies and gentlemen. May I introduce Earth Alliance Omega class destroyer!
http://www.eon3d.com/temp/omega060.JPG

Any change of seeing this detailed models in FS2? ;)

OK, that was probably TOO detailed. But it is so beautiful... And the damn think does not even have textures yet!

Thanks to Horatiu for pointing me to this site: http://www.eon3d.com/temp/wip.htm and http://www.eon3d.com/index.htm :nod:
« Last Edit: November 04, 2002, 09:36:02 am by 173 »

 

Offline RandomTiger

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Not until we get the engine working with Hardware Transform and Light.

 

Offline Fury

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Quote
Originally posted by RandomTiger
Not until we get the engine working with Hardware Transform and Light.

What? You sound serious...? :eek:
Are you seriously saying that with T&L we can use that detailed models in FS2 without making our puters crawling? :eek:

 

Offline Sandwich

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To drag this back on topic... :doubt:

Quote
Originally posted by IceFire
Shield Ignoring Weapons - Weapons that ignore shields and pass right through them as if they aren't there.  Applies to both missiles and guns hopefully.


Having this option not as a flag but as a teble entry would enable people to specify the percentage of the weapon that makes it through the shield. For example:

Code: [Select]

$ignore_shield: 100 ;; completely ignores shields
$ignore_shield: 25 ;; 25% of the weapon damage is done against the hull/subsystems, the rest is expended against the shields


Quote
Originally posted by IceFire
Burst Fire Guns - Fires several rounds of pulses at one time.  This already works to an extent in FS2 by putting the $Swarm tag on a turret weapon.  The problem at the moment is that the normal turret tracking is not used and the pulse fires down the normal...no matter the FOV of the gun.  Table additions would specify the number of pulses and delay between each round fired in a burst.  The normal delay time would indicate time between each burst (so, zap zap zap....paulse....zap zap zap).


For primary, secondary and turreted weapons right? ;7

Quote
Originally posted by IceFire
Gunship AI - This one would benefit TBP for sure and I bet others could put it to good use.  A number of Babylon 5 vessels are much larger than fighters or bombers and carry heavy weapons but have those weapons pointing forward.  Examples include the infamous WhiteStar, SunHawk, and the Vorchan.  But these vessels have a number of capital ship qualities too including missile turrets, fighter launch bays, and their larger size.  We need a new classification of vessel (ie. like "fighter" or "cruiser") for the tables to specify that the ship is a larger type vessel but that it manuvers like a fighter would to place its fighter like weaponry on target.


This would be perfect for DS9's USS Defiant, for example. :nod:
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Offline Killfrenzy

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I would LOVE capship torps like in Starlancer.
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Offline IceFire

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We already can make capital ship torps.  The only difference is that we don't have nearly as much scripting control over secondary weapons like we do with beams for instance.
- IceFire
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Offline EdrickV

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Quote
Any change of seeing this detailed models in FS2? ;)


Maybe in 20-30 years. ;)

This has been mentioned in another thread (in the MODding forum I believe) but one thing I think would be a useful code modification would be the ability for turrets to use multiple weapons. (Turrets can be assigned multiple weapons in FRED2, but at present the ships don't use them.) Imagine a turret equipped with beams for anti-cap ships and regular turret guns for anti-fighter use. Which weapon it would use would depend on what it's targeting. (And there's also the idea of laser/beam+missile combo turrets.) In the interest of backwards compatability, we might need to make a ship/ship class flag so that ships in the :v: missions don't try to use them. (I know at least the Orion has a turret with multiple weapon slots, all assigned to the same thing by default.) Right now, for a laser+missile combo turret, the only thing you can do is chose whether it will be a missile turret or a laser turret. (If a primary is assigned to it, it will use that and ignore the secondary one I think.)
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Offline RandomTiger

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Quote
Originally posted by Mr. Fury

What? You sound serious...? :eek:
Are you seriously saying that with T&L we can use that detailed models in FS2 without making our puters crawling? :eek:


Well, not that level of quality no, but something much better than we have now. Heres an idea that could generate what we need if someone will do some work with me:

http://www.hard-light.net/forums/index.php/topic,11197.0.html

 

Offline IceFire

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EdrickV: That kind of approach would be useful for TBP in a few instances as well.  The Excalibur has a number of turrets (3-4) with a rather large pulse cannon and two medium sized beam cannons attached to it.  Having both firing would be awesomely cool :)
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 
Unless someone is already working on it, I'll take a stab at the Gunship AI update.  I've looked at it a bit and I'm considering adding the following defines to ship.h:

#define SIF_GUNSHIP            (1 << 31)

#define SIF_MED_SHIP            (SIF_GUNSHIP)

#define SHIP_TYPE_GUNSHIP                   20

And will update the logic to allow the GUNSHIP fly like a bomber but support a fighter bay, turrets, etc.   If you prefer a different class name, let me know.

As for the AI gun control, would sexp control or automated by the AI be prefered?

 

Offline Fury

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Quote
Originally posted by IceFire
The only difference is that we don't have nearly as much scripting control over secondary weapons like we do with beams for instance.


How about fire-beam, beam-free and beam-free-all like events for secondary weapons? You could have better control over secondary weapons, like torpedoes.

Quote
Originally posted by EdrickV
This has been mentioned in another thread (in the MODding forum I believe) but one thing I think would be a useful code modification would be the ability for turrets to use multiple weapons. (Turrets can be assigned multiple weapons in FRED2, but at present the ships don't use them.) Imagine a turret equipped with beams for anti-cap ships and regular turret guns for anti-fighter use. Which weapon it would use would depend on what it's targeting. (And there's also the idea of laser/beam+missile combo turrets.) In the interest of backwards compatability, we might need to make a ship/ship class flag so that ships in the :v: missions don't try to use them. (I know at least the Orion has a turret with multiple weapon slots, all assigned to the same thing by default.) Right now, for a laser+missile combo turret, the only thing you can do is chose whether it will be a missile turret or a laser turret. (If a primary is assigned to it, it will use that and ignore the secondary one I think.)


I don't know of others but at least I have sugested that. :)
That would be awesome. :) An ability for turrets to fire multiple different weapons at once´or one weapon at once but AI or event chooses what weapon is in use.

Quote
Originally posted by Righteous1
And will update the logic to allow the GUNSHIP fly like a bomber but support a fighter bay, turrets, etc.   If you prefer a different class name, let me know.

As for the AI gun control, would sexp control or automated by the AI be prefered?


Sounds good. A cruiser that flies like a bomber. Trying to keep it's front guns at the enemy. But what about the spinning problem? Would that occur with Gunships? I mean, usually FS2 fighters and bombers spins around for a few times when they arrive and are taking first orders. That would be funny as hell if Gunships would do that. :D

Gunship is fine, that's what we at TBP have always talked about.

Normal AI gun control like in all other capital ships. With perhaps one minor modification, AI should prioritize currently targeted enemy above all others. Example: Vorchan A is attacking three WhiteStars, WhiteStar B is the closest so Vorchan is targeting it. All turrets will try to fire at WhiteStar B at first priority. If they can't, then they will pick another target. Should WS B come into firing arc of turrets that were previously unable to target it, then turrets will pick WS B even if they were firing at another target.

That's the role of "Gunship". :)
« Last Edit: November 04, 2002, 11:55:12 pm by 173 »

 
It just occured to me that what we really need to add to go along with all these weapons would be 'meshbomb' support, so some of these uber powerful weapons can just blow a ship to smithereens.

 

Offline Fury

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I don't get what ##UnknownPlayer## wants.
Of course we can make überweapons of any type: beams, pulses, missiles with specialized effects. So what's the deal?