Author Topic: Can someone explain the ssm.tbl?  (Read 3000 times)

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Can someone explain the ssm.tbl?
The wiki doesnt say very much. Is it possible to create my own tag weapons that trigger different ssms?

 

Offline Boomer

  • 28
Can someone explain the ssm.tbl?
While this thread is here, I add another question, how come when I use the TAG-C I don't get any SSM's to jump in?

As an answer: The SSM table was made to work with the Targeting laser.  I suppose that by varying the trigger time that the laser has to designate a target, you could call in different types of SSM Strikes.
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Can someone explain the ssm.tbl?
$SSM: 0
This is the index to the SSM table entry (so there can be multable SSM types), it starts at 0, you're weapon (assuming it is $Tag: 3, and time will be the lock time for targeting lasers) will cause a SSM strike as defined by the table, tag 3 missles will cause a strike. This has no effect on the original Freespae 2 Campaign.

From the new stuff section of FSO in the wiki

I'm assuming that $Tag: 3 comes from the end of the TAG missiles weapon entries , however, the wiki is very unclear on how this works.

 
Can someone explain the ssm.tbl?
Can I get an example of a table with multiple ssms

 

Offline FireCrack

  • 210
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Can someone explain the ssm.tbl?
Ok, i have a related question to this. What is the difference, if any, between tag 1 and tag 2?
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline Solatar

  • 211
Can someone explain the ssm.tbl?
1 question per thread is A-1 Super!

Although I don't know much about any of the subspace missile/tag stuff, it'd be nice if somebody could just spill everything they know.:D

 

Offline Setekh

  • Jar of Clay
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Can someone explain the ssm.tbl?
Where's Bob? IIRC, he was the first to get the subspace missile system working... and he had some pretty neat screenshots of it in action, too.

Quote
Originally posted by FireCrack
Ok, i have a related question to this. What is the difference, if any, between tag 1 and tag 2?


The strength and duration of the tag signal. It's in the tables.
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Offline Getter Robo G

  • 211
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Can someone explain the ssm.tbl?
What like this?

 


$Name:                           SSM
+Title:                           XSTR("TFBs-01", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Subspace Weapon
Anti-Matter Torpedo", 3393)
$end_multi_text
+Tech Title:               XSTR("TFBs-01 Collapsar", 3394)
+Tech Anim:                  Tech_Helios
+Tech Description:
XSTR(
"The SSM is activated once a pilot fires the targeting laser onto a capital ship. If it hits for 2 seconds, it automatically initizales the SSM, which launhces a barrage of 10 Helios torpedoes at the intended target.", 3395)
$end_multi_text
$Model File:                     helios.pof
$Mass:                           35.0
$Velocity:                        250.0
$Fire Wait:                        30.0
$Damage:                                                                6800                                                                                                    ;; damage applied when within inner radius
$Blast Force:                                                   1000.0
$Inner Radius:                     100.0                                       ;; radius at which damage is full (0 for impact only)
$Outer Radius:                     270.0                                       ;; max radius for attenuated damage
$Shockwave Speed:                  75                                        ;; velocity of shockwave.  0 for none.
$Armor Factor:                     1.0
$Shield Factor:                     0.02
$Subsystem Factor:                                              0.85
$Lifetime:                        30.0
$Energy Consumed:                  0.0
$Cargo Size:                     25.0
$Homing:                        YES
   +Type:                              HEAT                                    ;; Legal: HEAT, ASPECT
   +Turn Time:                         10.5
   +View Cone:               20.0
$LaunchSnd:                        97
$ImpactSnd:                        101                                       ;;      shockwave impact sound
$FlyBySnd:                        -1
$Rearm Rate:                     0.02
$Flags:                           ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
   +Start Width:                        0.5                                       ;; Width of trail nearest missile
   +End Width:                           2.0  
   +Start Alpha:                        1.0
   +End Alpha:                           0.0
   +Max Life:                           2.0                                       ;; how many seconds before trail disappears
   +Bitmap:                              MissileTrail02                              ;; Bitmap used to draw trail
$Icon:                                 iconHelios
$Anim:                                 Helios
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius:               15.0



Hope this helps you, try not to hurt yourselves ;)
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Offline Setekh

  • Jar of Clay
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Can someone explain the ssm.tbl?
Ummm, yep. That'll do. ;) Though if you can get something with thicker trails, it'll show up much better. :D
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 
Re: Can someone explain the ssm.tbl?
Hey man I got this thingie working on retail, here's how to do it:

WEAPONS.TBL

Code: [Select]
;; only for SSM Purposes - Ripped from FS1 Retail
$Name: Harbinger
$Model File: harbinger.pof
$Mass: 35.0
$Velocity: 50.0
$Fire Wait: 30.0
$Damage: 3200
$Blast Force: 2000.0
$Inner Radius: 100.0
$Outer Radius: 250.0
$Shockwave Speed: 75
$Armor Factor: 1.0
$Shield Factor: 0.01
$Subsystem Factor: 16.0
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 40.0
$Homing: YES
+Type: ASPECT
+Turn Time: 4.0
+Min Lock Time: 0.0
+Lock Pixels/Sec: 1000
+Catch-up Pixels/Sec:    1000
+Catch-up Penalty: 0
$LaunchSnd: -1
$ImpactSnd: -1
$FlyBySnd: -1
$Rearm Rate: 0.0
$Flags: ("Bomb" "Huge")
$Trail: YES
+Start Width: 0.5
+End Width: 2.0
+Start Alpha: 1.0
+End Alpha: 0.4
+Max Life: 2.0
+Bitmap: MissileTrail02
$Icon: IconHelios
$Anim: hornet
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0

Don' t forget to add "player allowed" flag to Targeting Laser, ships.tbl doesn't need any modification, since ships have already the laser allowed

SSM.TBL

Code: [Select]
;; subspace missile strike definition

$SSM:
+Weapon: Harbinger
+Count: <put any number here>
+WarpRadius: 3.0
+WarpTime: 30.0
+Radius: 300.0
+Offset: 100.0

#end

The numbers there are just an illustrative example and where not meant for balancing the warhead...
Too bad this is way TOO unbalanced

Usage of targeting laser:

Target something and shoot the laser at it, you should note the number 0.00000000 on the upper left corner, to make this work you should point at a very specific place of a subsystem and see the numbers grow, stay in that position and keep shooting till you see "Firing Artillery"

PS: You can also use primary weapons on ssm, too bad beams don't work correctly.
 It would be nice if the plot says eg there is a destroyer waiting on subspace and it will shoot its beams according to where you target
<Hades> YOU DO NOT UNDERSTAND
<Hades> And neither do I
------------------------------------------------------------
<pecenipicek> can you root my /?
<mura> HEY!
<mura> get a room
<mura> you perverts

 

Offline Droid803

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Re: Can someone explain the ssm.tbl?
:necro: much?
It's been four years, and I'm pretty sure most people figured this out by now using the FSWiki...
:nervous:
(´・ω・`)
=============================================================

 

Offline JGZinv

  • 211
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Re: Can someone explain the ssm.tbl?
Oh I dunno... I still found it interesting if for nothing but another example table...
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Offline Krelus

  • 28
Re: Can someone explain the ssm.tbl?
Damn, that beats my personal best of bumping a three-year old topic on BobAndGeorge.

Part of me wants to use a SSM in my campaign, but I'm gonna have a hell of a time not making it seem imbalanced and cheesy.

  

Offline The E

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Re: Can someone explain the ssm.tbl?
Oh, it can work. In fact, this is just the thing I need.....
IMHO, it depends on the setting. In FS, capital ships rarely use Missiles on one another (the fact that they are rather easy to intercept surely has got something to do with that), and subspace missiles don't make that much sense either (after all, if you can get a couple fighters near your target, you could also send a few bombers).
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Offline Droid803

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Re: Can someone explain the ssm.tbl?
Fusion Mortars. They're not interceptable, and are better than SGreens. In FS1-era, they're probably one of the most effective anti-warship weapons, cause they only have to compete with the ever-****ty blobs.
I don't know why the GTVA didn't pursue the advancement of missile tech, but I would wager it's because missile launchers need ammo (namely, missiles), whereas beams don't.
(´・ω・`)
=============================================================

 

Offline Roanoke

  • 210
Re: Can someone explain the ssm.tbl?
Blob turrets are great in big numbers. Watch the Leviathian (?) and the Hades duke it out in the original FS1-era ST; each one chucking out tons of blobs, like two sail ships broadsiding one another with cannon fire. The odd one here and there, with beams, AAfs and flak are "ever-****ty"

 

Offline Krelus

  • 28
Re: Can someone explain the ssm.tbl?
Blob turrets are great in big numbers. Watch the Leviathian (?) and the Hades duke it out in the original FS1-era ST; each one chucking out tons of blobs, like two sail ships broadsiding one another with cannon fire. The odd one here and there, with beams, AAfs and flak are "ever-****ty"

One thing that's ALWAYS bothered me is the fact that those absurdly huge turrets on the top and bottom of most Terran destroyers fire out THT's, which actually have less DPS than a normal Terran Turret. So I made something a bit more appropriate...

Code: [Select]
$Name:                                  Heavy Artillery
$Model File:                    harbinger.pof
@Laser Bitmap:                  none
@Laser Glow:    none
@Laser Color:    100, 100, 100
@Laser Color2:    100, 100, 100
@Laser Length:       30.0
@Laser Head Radius:  45.0
@Laser Tail Radius:  45.0
$Mass:                                  10.0
$Velocity:                              4500.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                             10.0                     ;; in seconds
$Damage:                                        750
$Blast Force: 2000
$Inner Radius: 350
$Outer Radius: 500
$Shockwave Speed: 0.0
$Armor Factor:                  1.25
$Shield Factor:                 0.5
$Subsystem Factor:              0.25
$Lifetime:                              12.0
$Energy Consumed:               0.01                            ;; Energy used when fired
$Cargo Size:                    0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                                        NO
$Swarm: 2
+SwarmWait: 0.50
$LaunchSnd:                             198                                     ;; The sound it makes when fired
$ImpactSnd:                             199                                      ;; The sound it makes when it hits something
+Weapon Range: 32000
+Weapon Min Range: 7500
$Flags:                                 ("Big Ship" "Huge" "Swarm")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 5.0                                       ;; Width of trail nearest missile
+End Width: 10.0                                       ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3                                       ;; how many seconds before trail disappears
+Bitmap: MissileTrail01
$Icon:                                  icongun03
$Anim:                                  LoadGun02
$Impact Explosion:    Explo3
$Impact Explosion Radius: 100
$MuzzleFlash: Artillery_muzzle
$FOF: 0.25


 

Offline Bobboau

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Re: Can someone explain the ssm.tbl?
shall I remind everyone of the Neptune which was made specifically to fulfill this role?
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