Author Topic: new weapon type image heavy  (Read 7160 times)

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Offline phreak

  • Gun Phreak
  • 211
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new weapon type image heavy
ever wonder where those subspace missile strikes were launched?  now with the new local subspace missile SCP function, you can witness their launch and impact.

There are three ways this can be used

bomber launched - local subspace missile strikes are launched by bombers in theater.

capital launched - same as bomber launched only by a missile frigate of some sort

capital launched + tagged - use FRED to set the LSSM turrets to fire once a target ship is tagged.  perfect for play balance and those pesky nebula missions.

here are some pictures






the exe in my sig won't be updated until i squash 2 minor bugs.
when its updated i will post how to make one
Offically approved by Ebola Virus Man :wtf:
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
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  • 213
new weapon type image heavy
does this at all work with the current SSM system or is it totaly new/seperate
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Offline phreak

  • Gun Phreak
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new weapon type image heavy
it has to stay separate or else you wouldn't get the kill
Offically approved by Ebola Virus Man :wtf:
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Offline phreak

  • Gun Phreak
  • 211
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new weapon type image heavy
i uploaded a new exe that tests this out.  here is an example on how to enable them.

Code: [Select]

; ----------------------------------------------------------------------------------
; Helios
;
$Name: local ssm
+Title: XSTR("GTM-13 Helios", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Weapon
Anti-Matter Torpedo", 3393)
$end_multi_text
+Tech Title: XSTR("GTM-13 Helios", 3394)
+Tech Anim: Tech_Helios
+Tech Description:
XSTR(
"local ssms rule",3395)
$end_multi_text
$Model File: helios.pof
$Mass: 35.0
$Velocity: 65.0
$Fire Wait: 30.0
$Damage: 6800
$Blast Force: 1000.0
$Inner Radius: 100.0
$Outer Radius: 270.0
$Shockwave Speed: 75
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.85
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 25.0
$Homing: YES
 +Type: ASPECT
 +Turn Time: 1.5
 +Min Lock Time: 7.0
 +Lock Pixels/Sec: 25
 +Catch-up Pixels/Sec: 0
 +Catch-up Penalty: 15
$LaunchSnd: 97
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed" "local ssm" "tagged only")
$Trail:
 +Start Width: 0.5
 +End Width: 2.0
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 2.0
 +Bitmap: MissileTrail02
$Icon: iconHelios
$Anim: Helios
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Local SSM:
 +Warpout Delay:    2500 ;;delay between launch and jump to subspace (ms)
 +Warpin Delay:  6000 ;;delay between warpout until warpin
 +Stage 5 Velocity: 500 ;;velocity during terminal dive
 +Warpin Radius:  1000 ;;additional distance around target at which the ssm appears
 +Lock Range:  7000 ;;distance at which lock triangle appears (optional)


just a note: when specifying lifetime for local ssms, it only starts counting down from the time the ssm reenters the battlefield. so make it something reasonable.  also, 500m/s is a little to high for play balance reasons.  it looks sweet though ;7
« Last Edit: June 24, 2003, 10:10:32 pm by 31 »
Offically approved by Ebola Virus Man :wtf:
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Offline phreak

  • Gun Phreak
  • 211
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new weapon type image heavy
updated exe.  local ssms now behave better in stages one and two
Offically approved by Ebola Virus Man :wtf:
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phreak317#7583 - discord

 

Offline Stryke 9

  • Village Person
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new weapon type image heavy
So... the bomb is launched, goes into subspace, then comes out and explodes, or what?

 

Offline phreak

  • Gun Phreak
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new weapon type image heavy
thats basically it.

for play balance. i would suggest just having fighters tag any enemy ships in the area and have the capships launch them.  a group of 12 bombers will obliterate ~2 destroyers and a bunch of cruisers with these in about 5 minutes
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Offline Knight Templar

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  • I'm a magic man, I've got magic hands.
new weapon type image heavy
:yes: 1337 :yes:
Copyright ©1976, 2003, KT Enterprises. All rights reserved

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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
new weapon type image heavy

[color=ffd600][size=10]Excellent![/color][/size]
Sesqu... Sesqui... what?
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Offline Rictor

  • Murdered by Brazilian Psychopath
  • 29
new weapon type image heavy
What he said  ^^

Hey admins, we need either a "pelvic thrust" smily or a "do a little jig" smily, for these kinds of situations

 

Offline redmenace

  • 211
new weapon type image heavy
you dirty old pathetic man
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Offline Darkage

  • CRAZY RENDER RABBIT
  • 211
new weapon type image heavy
Would be cool to use this on Tornado's or Hornet missiles:D
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new weapon type image heavy
Sweet. Kinda like an indirect artillery strike in space. I assume it's impossible to fire a beam cannon through subspace though?

 

Offline phreak

  • Gun Phreak
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new weapon type image heavy
well they have to be guided missiles for them to work. anything else won't enter subspace
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Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
new weapon type image heavy
Speaking of new weapons and hornet missles...

You know what would be cool? Having a missle that sorta weeves back in forth like you see the modern ones in movies do. Like instead of just swirling like a tornado or going straight after the target, it would weeve back and forth on its way there (making it harder to shoot down, and looking 1337)
Copyright ©1976, 2003, KT Enterprises. All rights reserved

"I don't want to get laid right now. I want to get drunk."- Mars

Too Long, Didn't Read

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
new weapon type image heavy
why wouldn't dumfire or primary weapons work?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline karajorma

  • King Louie - Jungle VIP
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    • Karajorma's Freespace FAQ
new weapon type image heavy
Quote
Originally posted by Bobboau
why wouldn't dumfire or primary weapons work?


Just guessing here but how would they know when to come back out of subspace again?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
new weapon type image heavy
I dunno, I was thinking of opening a  wormhole, both ends at the same time and firing the beam or other projectile through the tunnel. Modelling that ingame might be hard (dare I say, maybe even impossible)

 

Offline J.F.K.

  • 29
new weapon type image heavy
Dude, this is totally cool. It would be a pretty awesome visual effect if an SSM frigate launched all its bombs at once... that way the gunners on the enemy capship would have to deal with several incoming bombs simultaneously.
.
[font="SerpentineDBol"]. . . . W H O . I S . T H E . M A N , . W H O . I S . T H E . M Y T H ?[/font]

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
new weapon type image heavy
It would be rather good.

You could have a ship fire normal torps at a target, and it would turn its turrets towards them. Then a missile frigate would fire SSMs, which owuld jump in behind the target, and smash it to bits.;7