Author Topic: Beam problem, what the heck???  (Read 10408 times)

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Beam problem, what the heck???
Uh, I dunno. I don't really want all Elysiums to be totting AAAfs, just these ones in particular. :) I'll maybe check it out sometime and see what happens, but as for the tbl I never modified the Elysium entry. Save perhaps the fluff text.

 

Offline Goober5000

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Beam problem, what the heck???
Quote
Originally posted by Akalabeth Angel
Uh, I dunno. I don't really want all Elysiums to be totting AAAfs, just these ones in particular. :)
Aha... this is the likely problem.  For some reason, Freespace likes to force all ships of the same class to have identical subsystem attributes.  This includes weapon loadout.  So if you have multiple Elysiums in the mission, they're probably all using the weapon loadout in the table.

This has been reported before*, but AFAIK nobody's ever been able to figure out what's going on.

*See this thread, starting from the second post.

 
Beam problem, what the heck???
Well, I had four Elysiums. Two with AAAfs and two with standard Subachs . . . come to think of it, the AAAfs might have stopped working when I added the second batch of standard Ellies.

 

Offline WMCoolmon

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Beam problem, what the heck???
Quote
Originally posted by WMCoolmon
There was some code I modified that looked like it was always using the ship class's turret info rather than the specific ship in the mission.


By modified I mean fixed, as near as I could tell.

Just have to pin down the slow-fire bug...
-C

 

Offline Goober5000

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Beam problem, what the heck???
I found this in the code...
Code: [Select]
// fix up references into paths for this ship's model to point to a ship_subsys entry instead
// of a submodel index.  [b]The ship_subsys entry should be the same for *all* instances of the
// same ship.[/b]
Ship.cpp, line 7180.  It may have some bearing on this.  If it's talking about the same problem, then at least it shows that it was intentional.

 
Beam problem, what the heck???
Is it possible to add an

$Allowed PBanks: ("gun")
$Allowed SBanks: ("missile")

entry into place for the individual turrets similar to the way the fighters and bombers' primary and secondary weapon entries are handled as a workaround? Just wondering if the turrets may be able to handle loadouts if given the optional fields.
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Offline Cobra

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Beam problem, what the heck???
it depends on the loadout. :)
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Offline Nuclear1

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Beam problem, what the heck???
Quote
Originally posted by Akalabeth Angel
Well, I had four Elysiums. Two with AAAfs and two with standard Subachs . . . come to think of it, the AAAfs might have stopped working when I added the second batch of standard Ellies.


We had this problem in GTI as well. To fix it, I simply made two different classes of the ship: one with one set of weapons, the other with another.

It might seem a little much, but it seemed to work with us.
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Beam problem, what the heck???
I just changed 'em to Isis transports instead. Two guns are better than one!

 

Offline Goober5000

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Beam problem, what the heck???
Quote
Originally posted by Hellbender
entry into place for the individual turrets similar to the way the fighters and bombers' primary and secondary weapon entries are handled as a workaround? Just wondering if the turrets may be able to handle loadouts if given the optional fields.
No.  This won't work because it doesn't address the underlying issue of subsystems.

 

Offline WMCoolmon

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Beam problem, what the heck???
Ugh.

Yeah, IIRC that was what turrets weren't using, and were instead using model_subsystem values.

However if ship_subsys is like that, you'd think that damage to subsystems would end up being applied to all ships of that type. Meaning that there might be a separate array of somethings to keep track of subsystem damage. uggghh....
-C

  

Offline LeGuille

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Beam problem, what the heck???
did you make the AAAf cannon able to be used by that ship/player in the tables? That's also a debug thing. It will auto adjust sometimes. It does that to me when it doesn't recognize a ship, and it instantly becomes a Ulysees.
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Beam problem, what the heck???
Uh, no, not I know of. I don't want the player totting AAAf cannons around, heck I don't even want 'im using Prometheus S and Tornados so no, he definately won't be getting any beam weapons :)

 

Offline StratComm

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Beam problem, what the heck???
Quote
Originally posted by Goober5000
No.  This won't work because it doesn't address the underlying issue of subsystems.


Nevermind that what you're addressing with the allowed banks is just loadout enforcement for the loadout screen in-game, not for the mission designer or the craft itself.  If you really want to have a fighter armed with Shivan Super Lasers, then you can if you set it in FRED.

So basically a mission overrides the table files for that mission, rather than creating ship-specific alterations?  That'd explain why the last ship of a class placed in to a mission will always be the one that gets the correct weapons on its subsystems wouldn't it.  It should be fixed in principle, but I think that if it's done that way intentionally there's probably a good reason for it.  Never mind that it doesn't help any here because the bug applies to something in retail.
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Last edited by StratComm on 08-23-2027 at 08:34 PM