Author Topic: Problems with ballistic weapons  (Read 1873 times)

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Problems with ballistic weapons
Not exactly sure where this goes but...
I am having some problems with ballistic weapons. I tried adding two ballistic weapons for a new ship I made and when I play missions other than the ones I made for these weapons, even if those weapons aren't even in the loadout. if I try to change weapons on the weapon select screen, it crashes to desktop. I'm running fs2_open_T-OAL-20050602.exe I also tried fs2_open_T-OAL-20050530.exe. here is the tbl entry I put it after Targeting Laser I deleted the descriptions.

$Name:                                 MachGun01
+Title:                                XSTR("MG01", 3274)
+Description:
XSTR(
"Medium Energy Usage
Level 5 Hull Damage
Level 4 Shield Damage", 3275)
$end_multi_text
+Tech Title:               XSTR("SP-02 MG01", 3276)
+Tech Anim:                  Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR(
""3277)
$end_multi_text
$Model File:                     none
@Laser Bitmap:                     laserglow04
@Laser Glow:                     2_laserglow04
@Laser Color:                     0, 0, 0
@Laser Color2:                     0, 00, 00
@Laser Length:                     2.0
@Laser Head Radius:                  .50
@Laser Tail Radius:                  .50
$Mass:                                 1
$Velocity:                             900.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.35                            ;; in seconds
$Damage:                               5
$Armor Factor:                     1
$Shield Factor:                     1
$Subsystem Factor:                  0.35
$Lifetime:                             4.0
$Energy Consumed:                  0.0                            ;; Energy used when fired
$Cargo Size:                     1.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            none                              ;; The sound it makes when fired
$ImpactSnd:                            none                              ;; The sound it makes when it hits something
$Rearm Rate: 200
$Flags:                                ( "player allowed" "ballistic" "cycle")
$Icon:                                 iconPromS
$Anim:                                 PromS
$Impact Explosion:                     none
$Shots: 1

$Name:                                 Shotgun01
+Title:                                XSTR("Shotgun01", 3274)
+Description:
XSTR(
"Medium Energy Usage
Level 5 Hull Damage
Level 4 Shield Damage", 3275)
$end_multi_text
+Tech Title:               XSTR("Shotgun01", 3276)
+Tech Anim:                  Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR(
"", 3277)
$end_multi_text
$Model File:                     none
@Laser Bitmap:                     laserglow04
@Laser Glow:                     2_laserglow04
@Laser Color:                     0, 0, 0
@Laser Color2:                     0, 00, 00
@Laser Length:                     1.0
@Laser Head Radius:                  .50
@Laser Tail Radius:                  .50
$Mass:                                 1
$Velocity:                             150.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            1                            ;; in seconds
$Damage:                               40
$Armor Factor:                     1
$Shield Factor:                     1
$Subsystem Factor:                  0.35
$Lifetime:                             1.0
$Energy Consumed:                  0.0                            ;; Energy used when fired
$Cargo Size:                     1.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            80                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Rearm Rate: 100
$Flags:                                ( "player allowed" "ballistic" )
$Icon:                                 iconPromS
$Anim:                                 PromS
$Impact Explosion:                     none
$FOF: 3
$Shots: 15

As you can see I copied alot from the prometeus s to save time.

Also, in the wiki it said when you use ballistic weapons, there is not supposed to be a laser energy gauge but on mine there is. Is this my fault as well? Also when firing on another ship I made the ballistic weapons go through sheilds. is this also something I probably did?

 

Offline Solatar

  • 211
Problems with ballistic weapons
you have to add a "ballistic primaries" flag in the ship, and then add $Pbank Capacity: ( #, # ) after Default PBanks.

 
Problems with ballistic weapons
That is not the problem. it works with the ships that will use ballistic primaries but  when I play a normal mission like the freespace 2 campaign of vasudan gauntlet etc. with ships and missions that dont even have my new weapons in them when I try to change weapons from subach to prometheus or any weapon, it crashes to desktop. It works again when I take my weapons out

 

Offline Nuke

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Problems with ballistic weapons
the only thing i see that can be throwing it off is the XSTR line should start on the same line as the tag its associated with, once you pas the ( you can hit returns like mad and the game wont care. but that might just be a result of copy+paste. if its crashing on slelect is a good posibility its something wrong with the info entries.
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.

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Problems with ballistic weapons
Can you explain, Nuke?
-----
Now it doesnt work at all i removed the entries but it crashes at weapons loadout, when i play the mission without changing weapons, the background is messed up and lasers are invisible. (I shoot at a ship, its sheild lights up, but no laser.)
« Last Edit: June 09, 2005, 08:02:10 am by 2809 »

 

Offline Nuke

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Problems with ballistic weapons
+Description:
XSTR(

should be

+Description: XSTR(

if thats not it then im stumped.
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

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I have weapon crashes not in game but in the selection screen so I skip it, I use FRED and tables to make new weapons default. Custom Missions run fine no crashes.. Does that help? BTW that was long before ballistic primarys came out and they work with my method like any other new weaps...

I'm pretty sure it's my tabling but why change your weapon loadout anyway, you can do it in FRED... OR if it is main game mission just use what they give you ;)

l8tr.
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Offline NGTM-1R

  • I reject your reality and substitute my own
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Problems with ballistic weapons
Quote
Originally posted by Nuke
+Description:
XSTR(

should be

+Description: XSTR(

if thats not it then im stumped.


Half the table entries seem to be in the first form, so I don't think that's the problem...
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Nuke

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Problems with ballistic weapons
whats your ships.tbl look like?
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

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Problems with ballistic weapons
Try changing stuff like this:

Quote
+Tech Description:
XSTR(
"", 3277)
$end_multi_text


to stuff like this
Quote
+Tech Description:
XSTR("", 3277)
$end_multi_text
-C

 

Offline Nuke

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Problems with ballistic weapons
i get away with this:

+Tech Description: XSTR("", 3277)
$end_multi_text
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

 

Offline Grug

  • 211
  • From the ashes...
Problems with ballistic weapons
You might want to change all the numbers in the XSTR etc from the 3277 etc to -1 as well.

 

Offline Nuke

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Problems with ballistic weapons
what do those numbers do anyway?
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

 

Offline Grug

  • 211
  • From the ashes...
Problems with ballistic weapons
Can't remember, think they had something to do with the tech room. All I know is that out of habit I replace them with -1 when I make my own custom weapon table entries.

BTW, is that MachGun01 as in Mach gun from Halo...? :nervous:

 

Offline Black Wolf

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Problems with ballistic weapons
Quote
Originally posted by Nuke
what do those numbers do anyway?


They reference tstrings.tbl - I think they use it for the german translation.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 
Problems with ballistic weapons
Been out for awhile.
Turns out there was a typo in a ship I havent used in a while, decided I didnt need it, deleted it and everything's fine now

BTW: machgun = machine gun. Just a place holder until I think of a cool name

  

Offline Grug

  • 211
  • From the ashes...
Problems with ballistic weapons
Ah k. Gotchya. ;)

 

Offline Nuke

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Problems with ballistic weapons
damn those typoes
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