Author Topic: About subsystems  (Read 1802 times)

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Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Hello,

is there a way to give a ship destroyable subsystems, which
cannot be targeted in the mission (i.E  parking fighters inside a hangar)

What is the max. number of subobjects to a capital-ship anyway ?

Thanks for the info.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Hippo

  • Darth water-horse
  • 211
  • Grazing.
    • All Hands to War
aren't subobjects not required to be targetable? you could try not giving the subsystem a name, or just call it 'hanger' or something, so if it is argeted, it'll look more normal...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

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Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
At this point, no, not as far as I know. Which sucks, as it's likely to be as close as we're likely to ever get to geomodding. Post 3.6 untargetable, destroyable subobjects...err...Please?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
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Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Problem is, even when I give them some correct names (like
fighter, bomber or something), there is still this destroyed sub-
object targetable (with the grey square), which is kinda silly
when the fighter is vaporized

It should behave like a turret-subsystem, but without a name,so
that the player didn't has to switch through too many subobjects.
However, I guess I could also life in giving the object a name, but
after destruction it shouldn't be targetable anymore. Is there no
way to manage this through some modification in the pof-data or
the tbl ?

BTW, does anyone know the max of subobjects for a single ship ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
You can make a subsystem destructable, and not have it targetable. A good example is the RT mod's semi-transforming ship :D

 

Offline Raptor

  • 210
Quote
Originally posted by Starman01
BTW, does anyone know the max of subobjects for a single ship ?


I heard somewhere that it was about 110, but I'm not sure...:doubt:

In any case, thats the limit I work to for now.
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Oh boy, I guess this are enough subsystems for me :D

Pls excuse the stupid question, but could anyone point me towards
the RT mod, or name me a member of their team ? Thanks.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
The mod's disbanded. Gortef, Nico (venom), and me were all members. The mod can be located at robotechlan.com/freespace2 ;)

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
isn't the... station where the Iceni is hidden ( boadicea iirc? ) made of untargetable subsystems?
SCREW CANON!

 

Offline Hippo

  • Darth water-horse
  • 211
  • Grazing.
    • All Hands to War
no... they are all asteroid subsystems, and you can target them after they 9and all the turret##a's) are destroyed...
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

AHTW

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Yup, unfortunately. Also this robotech-mod is no solution, sorry.

The models have no subsystems specified, the tbl has. Besides some
error-messages in Fred I don't get the hint. Of course they are not
targetable ingame, cause it simply has none.

BTW, here is shot from the hangar(Bad light-effects, I know).

These fighters are submodels, specified as subobjects.  
I wouldn't even have a big problem, if they will be targetable, but
I could either make them normal subsystems, then they will be
targetable after destruction, or
I could make them turrets, then they will be vanquished after
destruction, but their name in the targeting-window will be
"laser-turret" or something.

What name-options are possible for turrets ? I know of Laser-turrets,
beam-turrets, flak-turret and missile-launcher. Is there no way to
trick the code to use some other names ? Then I would really edit
them as turret-subsystems, I guess that would be the best solution
without a (not intime possible) code-change.

Thanks again for any insights.  :p
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
Woah! That gives me an idea! Sw00t design dude.