Author Topic: Request a small change in Targeting-Code  (Read 2799 times)

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Offline Starman01

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Request a small change in Targeting-Code
Hello Guys,

this is annoying feature-requesting starman again :)

But seriously, I , or better my team-mates and me have a problem. Most of you know, that one big feature in Wing Commander were always the huge fly-through-hangars on the  big carriers.

In order to make them look better, I already started to build boxes in them, but still they need parked fighters and stuff.

Currently I'm placing fighters in it, but this works only if the carrier stands still the entire mission, and does not even warp out. (and If you or someone else ramm it, it floats around somewhere).

But the perfect solution for this hangar-stuff would be, making them subobjects or docked objects. Both solutions are currently unusable.

1) Multi-Docking is not supported and leads into funny ship-behaviour (I once tried a transport with 6 docked containers, strange reactions where the result :wtf: ) Changing this would certainly be a lot of work (but still something that could be used good).

2) So the second Idea would be the subobject-stuff. Easy to build, mostly implemented in the code, but has one major negative effect IMO.

Why are destroyed subobjects targetable :confused: :wtf:

I mean, I can see a small sense, when there is this standard-freespace-subsystem like "communication" somewhere on the ships hull, and is destroyed and can be targeted with 0%.

But it will be very strange when I have huge grey target-bracket for a "dralthi-fighter" within an absolut empty hangar-bay, and can switch to even more when cycling through them (for example when I first rampage the hangar and then look for the engine-subsystem).

Turrets are different, they aren't targetable once destroyed, besides the very last one, this is also targeted with 0 %. But this turret-issue gives me the hope, that you might be able to change this part of the code.

Can you make destroyed subobject un-targetable ? This would be
a really important feature for us, pls give it a try.

Thanks a lot.
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.

 
Request a small change in Targeting-Code
Slight problem with that (I think), in that you can scan destroyed subsystems on capships; this would break that functionality.

 

Offline Goober5000

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Request a small change in Targeting-Code
We might be able to add a checkbox or sexp to make a specified subsystem untargetable.

 

Offline Nuke

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Request a small change in Targeting-Code
i want an ils so that players can follow waypoint paths (including those to fighterbays). that way you can model a tunnel inside the carriar, and if you recess the fighterbay subsystem deep enough inside the ship you can have a realistic docking ending the mission with the distance subsystem sexp. you would use your comm menue to request docking clearance and the ils could be triggered by sexp. the hud gauge itself being the hardest part. oh how i miss aproach and landings.
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Offline StratComm

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Request a small change in Targeting-Code
On an unrelated note, I want untargetable subsystems anyway.  Not untargetable-when-destroyed, (which would be useful for Starman and co) but a complete "not targetable" flag so that we could have damage debris built in to our ships.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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Request a small change in Targeting-Code
i second that! id like invisible subsystems for damage effects. so you can blow off armor plates and stuff from ships without overloading the already cluttered list of subsystems. i can think of a million uses for it.
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Offline Starman01

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Request a small change in Targeting-Code
Quote
Originally posted by StratComm
On an unrelated note, I want untargetable subsystems anyway.  Not untargetable-when-destroyed, (which would be useful for Starman and co) but a complete "not targetable" flag so that we could have damage debris built in to our ships.


This will be even better. I don't want that the parked fighters (and upcoming trucks and crates :D ) are targetable anyway. I only thought it would be easier to change this the way I  explained it :)

Also a "request landing" would be fun, but beside the comm-function we have already a communication-dialogue and land-in-fighterbay (or launch). I'm sure you will love the demo ;7
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.

 
Request a small change in Targeting-Code
I'd love to see non targetable subsystems, since you could pretty juch approximate geomodding with it.
just another newbie without any modding, FREDding or real programming experience

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Offline Starman01

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Request a small change in Targeting-Code
Makes me happy to see, that more people want this feature, this raises our chances for getting it :)

Will you guys do it ?  *big puppy-eye please*: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.

 

Offline Lynx

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Request a small change in Targeting-Code
PLEASE!



 :D
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Offline Black Wolf

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Request a small change in Targeting-Code
Quote
Originally posted by Goober5000
We might be able to add a checkbox or sexp to make a specified subsystem untargetable.


That would own. And, you know, puppy.
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Offline Carl

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Request a small change in Targeting-Code
but please don't make it standard. if an objective in a certain mission is to take out a subsystem then if it's already destroyed it'll be hard out if it was destroyed or not.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Roanoke

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Request a small change in Targeting-Code
Quote
Originally posted by Lynx
PLEASE!

<>
:D



try posting naked lay-dees and see if that gets a better response

 
Request a small change in Targeting-Code
For what it's worth i'll add my bit

pleasepleasepleasepleasepleaseplease:)

Geomod may be nearly impossible, but this would prove a pretty good substitute for it.
Whoever said it's not whether you win or lose, lost.

 

Offline aldo_14

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Request a small change in Targeting-Code
Quote
Originally posted by Nuke
i want an ils so that players can follow waypoint paths (including those to fighterbays). that way you can model a tunnel inside the carriar, and if you recess the fighterbay subsystem deep enough inside the ship you can have a realistic docking ending the mission with the distance subsystem sexp. you would use your comm menue to request docking clearance and the ils could be triggered by sexp. the hud gauge itself being the hardest part. oh how i miss aproach and landings.


Why not just FRED in some modified navbuoys?  Minor issue in placement and ensuring the capship is in position, but defo can be done in a fairly comprehenisve way.

 

Offline Nuke

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Request a small change in Targeting-Code
now that takes all the fun out of landing on a moving carrier deck :D

most of the stuff could be set up in fred, however i think a hud gauge that displays path points and such would be better, perhaps a variable path that will change with the ships movement. the cheap solution would be to add a set of glowpoints indicating a docking path. then activiating them via sexp at the end of the mission. however it doesnt indicate complex flightpaths, such as flying into a lateral hanger while a capship is at full speed.
« Last Edit: November 14, 2004, 09:10:07 pm by 766 »
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Offline karajorma

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Request a small change in Targeting-Code
Quote
Originally posted by Nuke
however it doesnt indicate complex flightpaths, such as flying into a lateral hanger while a capship is at full speed.


Why wouldn't that work using glowpoints? Get them to blink in the right order and they sound perfect for that.
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Offline Starman01

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Request a small change in Targeting-Code
Quote
Originally posted by Nuke
now that takes all the fun out of landing on a moving carrier deck :D

most of the stuff could be set up in fred, however i think a hud gauge that displays path points and such would be better, perhaps a variable path that will change with the ships movement. the cheap solution would be to add a set of glowpoints indicating a docking path. then activiating them via sexp at the end of the mission. however it doesnt indicate complex flightpaths, such as flying into a lateral hanger while a capship is at full speed.


With the autopilot-function you can display the waypoints on your hud, and below each waypoint is a distant counter. However, after reaching a waypoints (which gets green when within 1000 meters) you have to select the next manual.
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.

 
Request a small change in Targeting-Code
Quote
complex flightpaths, such as flying into a lateral hanger while a capship is at full speed


Otherwise known as an ouch moment.

Damn, that's not something I really want to try, personally, let alone trying to get the AI to enter or exit from a moving vehicle off the axis of flight...
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Offline Nuke

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Request a small change in Targeting-Code
navy fighter pilots do this all the time, landing on an angled deck on a moving ship. ah what fun :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN