Author Topic: Back to fighter beams: 2 things required  (Read 12060 times)

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Offline Bobboau

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Back to fighter beams: 2 things required
FOF can be thought of as sort of inacuracy, so far it only works on fighter pulse weapons
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Offline ZylonBane

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Back to fighter beams: 2 things required
Wait, isn't that functionality already implemented as +Miss Factor?

As long as beam bugs are getting fixed, how about the one that causes beams to collision-check against livedamage chunks that have already been destroyed? This can look pretty silly, with beams just stopping in mid-space.
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Offline Bobboau

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Back to fighter beams: 2 things required
it's _not_ a beam thingy

and I've never seen that before
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline ZylonBane

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Back to fighter beams: 2 things required
Try this--

Set up a mission with a beam shot intersecting one of the umbilicals of a Ganymede. Now disable the umbilicals in FRED and run the mission again. The beam should still be colliding with the now-nonexistant umbilical.
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Offline IceFire

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Back to fighter beams: 2 things required
Quote
Originally posted by Bobboau
FOF can be thought of as sort of inacuracy, so far it only works on fighter pulse weapons

Capital ship pulse weapons too?
- IceFire
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Offline Bobboau

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Back to fighter beams: 2 things required
I havn't added any code to the turret fireing code yet
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sesquipedalian

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Back to fighter beams: 2 things required
Quote
Originally posted by IceFire

Capital ship pulse weapons too?
Why would you bother?  Avoiding capital ship weapons fire is too easy as it is already.
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Offline Goober5000

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Back to fighter beams: 2 things required
Quote
Originally posted by Bobboau
vaporised bug-fixed


Eh, what exactly is this?  Beams are supposed to vaporize everything.  If they don't, they should have a "no-vaporize" flag or something on them.  What exactly did you do here?

And you spelled "attenuate" wrong.  I fixed it. :)

 

Offline Bobboau

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Back to fighter beams: 2 things required
I beleve I linked it to the huge flag, so if you were hit by a huge beam you would get vaporized if you were hit by a non-huge beam you would die like normal
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Goober5000

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Back to fighter beams: 2 things required
Um, it would probably work better if you made a weapon flag to control this.  Beams, no matter what their size, should vaporize stuff by default.

Tell me where you changed it and I'll put in a flag. :)

 

Offline ZylonBane

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Back to fighter beams: 2 things required
Quote
Originally posted by Goober5000
Beams, no matter what their size, should vaporize stuff by default.
So an antifighter beam should vaporize a Sathanas? Riiiiiight...
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Offline Goober5000

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Back to fighter beams: 2 things required
Let me correct myself - beams, no matter what their size, should vaporize fighters by default.

 

Offline Bobboau

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Back to fighter beams: 2 things required
I disagree, small (AAA) beams should not make fighters disapear when they kill them, I beleve this was a bit of a bug becase the origonal coments at the segment of code were this is determined say that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Back to fighter beams: 2 things required
Quote
Originally posted by Bobboau
...that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that

I agree, it makes the most sense. Small beams don't have the punch to totally disintegrate small ships, they are meant to just crack their hull.
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Offline Killfrenzy

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Back to fighter beams: 2 things required
Or carve them like a loaf of bread! :D

I like the Minbari Neutron beams, the way they carve through hulls.
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
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------------
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Offline Goober5000

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Back to fighter beams: 2 things required
Quote
Originally posted by Bobboau
I disagree, small (AAA) beams should not make fighters disapear when they kill them, I beleve this was a bit of a bug becase the origonal coments at the segment of code were this is determined say that only weapons that have both the beam and huge flag should vaporise small ships, and the code looks like it should have been doing that


Well, that's interesting.  And it makes sense.  Can you quote the comment?

 

Offline Bobboau

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Back to fighter beams: 2 things required
this is the whole code snipet
Code: [Select]
// If massive beam hitting small ship, vaporize  otherwise normal damage pipeline
// Only vaporize once
// multiplayer clients should skip this
if(!MULTIPLAYER_CLIENT){
if ( !(shipp->flags & SF_VAPORIZE) ) {
// Only small ships can be vaporized
if (sip->flags & (SIF_SMALL_SHIP)) {
if (other_obj->type == OBJ_BEAM) {
int beam_weapon_info_index = beam_get_weapon_info_index(other_obj);
if ( (beam_weapon_info_index > -1) && (Weapon_info[beam_weapon_info_index].wi_flags & (WIF_BEAM|WIF_HUGE)) ) {
// Flag as vaporized
shipp->flags |= SF_VAPORIZE;
}
}
}
}
}



I think this is untouched from the origonal reslese
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Goober5000

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Back to fighter beams: 2 things required
Aha.  I stand corrected.  Good work Bobboau. :)