Author Topic: Remove Subsystem Hitpoint Limit.  (Read 4278 times)

0 Members and 1 Guest are viewing this topic.

Offline aldo_14

  • Gunnery Control
  • 213
Remove Subsystem Hitpoint Limit.
This isn't a WW2 battleship, though.  Or WW2.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by aldo_14
This isn't a WW2 battleship, though.  Or WW2.


Seriously, stop living in the past...
Freelance Modeler | Amateur Artist

 

Offline Flaser

  • 210
  • man/fish warsie
Remove Subsystem Hitpoint Limit.
Though he has a point on ship building.

However IMHO said turrets failed to operate long before it came to that when they took a direct hit near their base or the surrounding armor did - since that could damage the turrets suspensions.

You're right however about these aspects of heavy armor.

I'm also among the nitpickers whose no.1 fancy is a wargamish damage simulation.
What I came up with was making a new subsystem(s)frame. The ship no longer has a hull hitpoints, instead if any of these subsystems is destroyed (it should get a flag so anti-subsytem weapons only do normal damage against it, that way piercing/penetrating weapons would be that still do subsytem damage against it).
If any frame subsystem is destroyed the ship is dead - you could complicate it saying if frame-hitpoints
So you place this frame subsystem - deep inside the model or under the model's exterior.
So how will anything hit it?
Put destroyable non-targetable subsystems over it - actual armor plates. These just like the frame won't take subsystem damage only normal damage.

If they are destroyed the frame will be exposed.

.....

Off course I know a downside to this method: Who the hell want's to actually slice up a model and wrap it in layer after layer of submodels?!
A hell of a work - but it could lead to the ultimate damage simulation.
« Last Edit: January 20, 2005, 05:50:01 pm by 997 »
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Remove Subsystem Hitpoint Limit.
if I knew how/were it was broke I would fix it but I removed the flag a long time ago had no problems, then you uncomented it, mentioning something about a divide by zero error. does it cause a divide by zero error? if so were?
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 Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Remove Subsystem Hitpoint Limit.
I ran into a div-by-zero error when that was enabled.  I was never able to track it down, but when I uncommented the assert, it went away.

Of course, it could have been something else.  But if we remove that limit, someone has to make sure it doesn't cause a crash.

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by aldo_14
This isn't a WW2 battleship, though.  Or WW2.


It was a freakin example you knuckehead!!!!

If my capship has a big, heavy turret the size of a cruiser, then it has to have the armor value greater than a cruiser.
With this limits, I am FORCED to give my capship either a kazillion hp's, or uber-weak turrets, or drasticly reduce the turret number.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

  

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Remove Subsystem Hitpoint Limit.
The latter of which would not be a bad thing if you're having a real problem with it.  Too many huge turrets makes for an uninteresting design when you actually are trying to build a mission around the sucker.

My gripe really comes in with the limit when you get down to specific balancing, when that button anti-fighter turret on your cruiser needs to have just a little more armor but you can't afford to pull it from one of the other subsystems on the ship.  Or if you've got a heavy turret on top of the weapons subsystem, and are having problems with weapons getting blown out when someone goes after the turret.  Balancing in general.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Remove Subsystem Hitpoint Limit.
Well, duh, Trashman... if your turrets were indestructable, then game playability just went out the window.  This is a game[/b] not real life. You have to be able to destroy the turrets with weapons smaller than a helios, or else the game isn't fun. :doubt:
Freelance Modeler | Amateur Artist

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by Raa
Well, duh, Trashman... if your turrets were indestructable, then game playability just went out the window.  This is a game not real life. You have to be able to destroy the turrets with weapons smaller than a helios, or else the game isn't fun. :doubt: [/B]


*coughBearbaitingcough*
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Remove Subsystem Hitpoint Limit.
Look I am sorry for causing a big word fight about this. I just hate it when I have a mod with a cruiser that has a few well armored turrets and subsystems blasts a destroyers under armored turrets and subsystems and bashes it with no oppostion, Lucifers systems. I know for the GTVA this is good but, game wise it takes from the feeling.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Flipside

  • əp!sd!l£
  • 212
Remove Subsystem Hitpoint Limit.
It's best to think of it not as Armour, but as 'Health'. A Moloch has 80,000 units of health, 30% of which is taken up by Engines, 15% by sensors etc.

I'm pretty sure theres a sexp to set a subsystem invulnerable, if there isn't, It might be a good idea anyway ;)

I need all sorts of subsystem controls and features, I think they are massively underused ;)

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Remove Subsystem Hitpoint Limit.
Pardon my lack of FREDding experience, but...

every-time
-- subsystem-strength < 100
-- real_subsys_hits = real_subsyst_hits + (100 - subsystem_strength)
-- if real_subsys_hits < 101
---- set-subsystem-strength 100

Okay, it's hackish, but you could improve upon it to set the subsystem strength to the 'real' percentage. Right now you get a subsystem with 200% of the hitpoints.
-C

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by TrashMan


It was a freakin example you knuckehead!!!!
 


aldo's british... forgive him, for he has seen too much red dwarf ;)
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Remove Subsystem Hitpoint Limit.
Quote
Originally posted by Raa
Well, duh, Trashman... if your turrets were indestructable, then game playability just went out the window.  This is a game not real life. You have to be able to destroy the turrets with weapons smaller than a helios, or else the game isn't fun. :doubt: [/B]


For ships and campaigns I make, ships can be whatever *I* want them to be.
Leave the balancing to me. I've made balance packs for dozens of games so far and they were all rated 9/10.

I'm not aiming for indistructable turets, but for realisticly strong turrets. take the Archangel for example - it has 9 huge turrets and I have to give tham a HP value to fit realisticly with their size. On top of that, I have about 64 other turrets on the ship.

With this restriction, it impossible to do it right.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!