Author Topic: External missiles  (Read 8785 times)

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Offline Raven2001

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Could any of you coders make a simple external missile mod to the code?? Something like the missiles would be shown when not fired.

The main idea would be, to have the missile thruster coordinates to "dock" with the secondary point coordinates.
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Offline diamondgeezer

Cool as external stores would be, it wasn't implemented the last time it was requested not the time before that nor the many times before that back to the beginning. It won't be this time either I suspect.

  

Offline Goober5000

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DG suspects correctly. ;)

 

Offline Nico

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One of the many reasons why I won't try starting another campaign again, actually :p
SCREW CANON!

 

Offline Goober5000

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Offline Bobboau

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the things he want's never get implemented, therefore he won't be starting a new campane any time soon
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Offline Goober5000

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You're not happy with all the things that have already been implemented?

 

Offline Liberator

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You know, you could build a ship that had a special bay that only takes that one special missile/bomb.

It'd be lunacy any way to carry external munitions in the type of combat that FS2 simulates anyway.
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Offline Nico

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Quote
Originally posted by Goober5000
You're not happy with all the things that have already been implemented?


I am, but that's not what I need. But don't worry, I've given up with requests quite some time ago already.
SCREW CANON!

 

Offline Sticks

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What DO you need?

Pounding your fists and pouting about it really doesn't help anybody, but if that's the game you want to play, in the end it's your loss.

Feel free to start learning some C++ and then you can implement all the things you want. We don't get paid for this, so feature requests are just that: requests.

Back before this was needlessly hijaaked...

External stores require large changes to critical code and thus is not a feaseable change at this time. Sorry. :(
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Offline redmenace

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maybe in ferrium if that ever gets going.
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Offline Nuke

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ive waited patiently and ended up getting 90% of the stuff i really wanted added to the game. i tend to post every idea i get though. id still like external weapons for pirate vessels.

i do have an idea for a makeshift solution however. if you could add the fire-triggered subobject rotation (as used in gatling guns) to secondaty weapons.  then you could model a missile as a subobject with an offset center then when you fire, it would rotate inside the ship, where it would look like it had fired. only problem is it would only work once.

i wonder if you could have a subobject dissapear when you launch a missile. ships with external hardpoints would need missiles as as sub objects in the ships pof file. you could make a little piece of code that would remove one of those subobjects each time you fired a missile. you would put your missilepoints in the same spot as your missile subobjects. this meathod might be simpler to code.
« Last Edit: January 29, 2004, 06:09:11 pm by 766 »
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Offline CP5670

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Maybe the missiles could be made into full subsystems/turrets so that they could be scripted (in the mission) to be "destroyed" when fired by the player and set back to 100% strength if a support ship docks with the player. If the weapon is big enough to be clearly visible, it would usually be a bomb anyway, so you could only carry a few of those at a time. However, all this would take a lot of effort and it would only work if you are using the appropriate ship and weapons.

Actually, this brings me to a sexp request that I have been thinking about for some time. I would basically like some event operators that determine whether or not a ship is of a given class and is carrying specified weaponry. Something like is-ship-class and is-ship-carrying-weapon. This would be useful for giving ship/loadout-specific orders to wingmen, whose ships and weapons can be changed around by the player and so are not known in advance by the mission designer. I have one or two places in PI where I could use the weapon one in particular.

The SCP releases now have pretty much all the major features I wanted in the original game and all I would really like to see are the the beam shield damage and event repeat bugs fixed and the memory issues dealt with. The only other addition I can think of is the ability to make missions without suns; currently, if no sun is specified in a mission, the game still puts one in somewhere.
« Last Edit: January 29, 2004, 10:41:33 pm by 296 »

 

Offline mikhael

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I cannot imagine a support ship reloading an external missile hardpoint. What is it going to do? extend an arm and hook'em on?
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Offline CP5670

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The bombs would just kind of pop up there. Most likely the player wouldn't even notice this whole thing, which is why I think it's just too much work to be worth the trouble.

 

Offline phreak

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not to mention if the external stores get hit, they may go off and take you with it.
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Offline Ransom

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Although it would look nice eyecandy-wise, to me it doesn't seem logical in space combat to store missiles externally. What if they got hit before being launched?

 

Offline Nico

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Quote
Originally posted by Sticks
What DO you need?

Pounding your fists and pouting about it really doesn't help anybody, but if that's the game you want to play, in the end it's your loss.

Feel free to start learning some C++ and then you can implement all the things you want. We don't get paid for this, so feature requests are just that: requests.

Back before this was needlessly hijaaked...

External stores require large changes to critical code and thus is not a feaseable change at this time. Sorry. :(


What with the nervous breakdown? Didn'y complain about anything, just posted one small sentence and everybody assume I'm mad or anything? Cool down, dude, it's bad for health :p

As for external stores, I kind of imagined that asking the engine to place a missile pof on the coordinates of the secondaries gunpoints, and removing one each time the trigger would be pressed would be feasible ( refining it so it fits with missile numbers when using different loadots could be done later, I suppose, and it'd need a ship.tbl tag for it to be enabled ), but as you kinddly pointed, I'm no coder.
Ransom: what if they get it? would be the same as for todays fighters: the missile would be damaged/destriy, and that's it. A non armed weapon doesn't blow up, Phreak.
SCREW CANON!

 

Offline pyro-manic

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Erm, why wouldn't it blow up? even if the warhead itself doesn't explode, what about the fuel in the missile?
Any fool can pull a trigger...

 

Offline Nico

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Missiles use solid fuel I think. It needs the two components mixed to ignite. But yeah, I know, apache helicopters are famous for blowing up coz their hellfires have been shot by stray kalashinok bullets :doubt:
SCREW CANON!