Author Topic: MIRV-like Weapon  (Read 7309 times)

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Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.
For new builds, -jpgtga is enabled by default, so the flag has been removed because its not needed anymore.

Then why doesn't my jpeg textures appear then?
I have created a masterpiece.

 

Offline TrashMan

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Hmm...interesting idea...

Say, didn't someone make tracking missiles (missiles that you can fire in any direction and they will automaticly turn and face their target)

How does that go anyway?
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Probably set the FOV of the missile to 360 to track anywhere.
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Offline Wanderer

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Setting heat seeker to have FOV of 360 is one way. Another one is to make those like WCS did. That is first make a 'dummy' weapon that has very short lifetime and that spawns a new weapon that is heat seeker with 360 cone with 0 spawn angle.

First way should give you 360 deg homing weapon that can be targetted and second gives you a 360 deg homing weapon that targets nearest enemy target - downside is that AI probably wont be able to use it.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Indeed, my destroyer did not use this special spawning weapon despite its power. I was eager to see it launch my MIRV but no avail, still this is a deadly anti fighter weapon. I shot one into the middle of a group of fighters and took five down.
I have created a masterpiece.

 

Offline jr2

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Nice.
Didn't they have a weapon of this sort in FS1?  Anti-fighter weapon carried by bombers?

 
Not really, this weapon releases the missiles in a forward cone meaning if you have a whole squadron coming at your face, launch one of these and they are not likely to dodge these missiles.
I have created a masterpiece.

 

Offline jr2

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Cool.  I also want the finished version.  :D

 

Offline takashi

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i screwed around with the infryno and it worked! i got a MIRV weapon! if you played a multi match with me concerning vasudan bombers, then you saw the betas coming from my ship and exploding in your face. along with a nice explosion radius of the main missle too (conceals the spawnd projectiles until its too late, which is also why i removed the "bomb" flag to stop it from killing itself)

want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....

  
Cool.  I also want the finished version.  :D

Uh, it is not hard to code at all. You can do it yourself easy you know?
I have created a masterpiece.

 

Offline Raptor

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want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....

Sadly, the version I was after was a capship weapon that could be fire on targets 12km away... :nervous:

But If you've got something (zip) you could upload, I'll certainly take a look ;)
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Offline jr2

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Cool.  I also want the finished version.  :D

Uh, it is not hard to code at all. You can do it yourself easy you know?

But its easier if someone already made it work.  That way, if I screw my modification up, I have something to fall back on.

 
Code: [Select]
; ----------------------------------------------------------------------------------
; Diapason
;
$Name:                                 Diapason
+Title:                                XSTR("HRM-17 Diapason", 3381)
+Description:
XSTR(
"Special Issue
Anti-Cruiser MIRV
Non-Conventional Warhead
", 3382)
$end_multi_text
+Tech Title:    XSTR("GTM-12 Cyclops", 3383)
+Tech Anim:    Tech_Cyclops
+Tech Description:
XSTR(
"The Diapason is a large missile that houses approximately a dozen smaller homing bombs. Each bomb has a relatively weak warhead however the combined strength of the many warheads can to far more damage than any single conventional warhead. Also, given the speed and size of the smaller warheads, it is very difficult to shoot down the smaller, faster warheads. ", 3384)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 395.0
$Fire Wait: 5.0
$Damage:                                                        0.05
$Detonation Range:    1200                                                                                               
$Blast Force: 0.0
$Inner Radius: 0.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 0.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0                                        ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.2
$Subsystem Factor: 0.0 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99.  Player shooting one down would often blow out player's subsystems.
$Lifetime: 4.0 ;; temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 15.0
$Homing: YES
+Type:                              ASPECT ;; Legal: HEAT, ASPECT
+Turn Time:                         1.0
+Min Lock Time: 2.0 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 75 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 120 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 4 ;; Extra pixels to move after catching up
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ( "Spawn FighterSwarmer, 12" "player allowed" "Bomb" )
$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5                                       ;; Width of trail nearest missile
+End Width: 1.75                                      ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life:                          1.5                                       ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail

$Icon:                                 iconbelial
$Anim:                                 belial
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius: 15.0
$Spawn Angle: 1.5

; ----------------------------------------------------------------------------------
; FighterSwarmer
;
$Name:                                  FighterSwarmer
$Model File: Hornet.pof
$Mass: 15.0
$Velocity: 650.0
$Fire Wait: 0.5
$Damage: 250 ;; damage applied when within inner radius
$Blast Force: 60.0
$Inner Radius: 50                                       ;; radius at which damage is full (0 for impact only)
$Outer Radius: 100                                       ;; max radius for attenuated damage
$Shockwave Speed: 0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 3.0
$Lifetime: 32.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 2.0 ;; Amount of space taken up in weapon cargo
$Homing:                                        YES
;; the following indented fields are only required when $Homing is YES
+Type:                          HEAT            ;; Legal: HEAT, ASPECT
+Turn Time:                     0.7
+View Cone:                     85.0
$LaunchSnd: 91                                        ;; The sound it makes when fired
$ImpactSnd: 88                                        ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 2.0 ;; number of missiles/sec that are rearmed
$Flags: ( "child" "pierce shields" )
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width:  0.75                                      ;; Width of trail nearest missile
+End Width:            0.25                                       ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life:              0.7
+Bitmap: newmiss1 ;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 7.0
$Spawn Angle: 1.5


want it? its still a beta, but it works. but no decent homing for the spawned pieces yet.....

Sadly, the version I was after was a capship weapon that could be fire on targets 12km away... :nervous:

But If you've got something (zip) you could upload, I'll certainly take a look ;)

When I gave something like this to a capital ship it refused to target and launch the missile.
I have created a masterpiece.

 

Offline Wanderer

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I quickly tested this and there seems to be something (probably hard coded) that sets spawning weapons to have totally different behavior than non-spawning ones. For one it forces the turret to fire the missiles like the turret would be a single part turret - which looks extremely odd as i tested these with mediavp Triton. Also it doesnt any longer fire weapons at max range. It also seems to solely target smaller enemy crafts regardless of the 'huge' flag though this means the weapons are fired without any target...
Do not meddle in the affairs of coders for they are soggy and hard to light

 
I never gave this missile to anything bigger than a fighter! It also has a detonation range of 1200, thats about the maximum dogfighting range for fighters. If you want this on freighters or such, give it a longer detonation range to deal with farther off fighters. Think of this as a sort of 'smart' flak that tracks targets.
I have created a masterpiece.

 

Offline Wanderer

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Well to be accurate i didn't use your table entries, i quickly wrote something on my own and tested it with and without 'spawn' flag
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Mobius

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Offline Wanderer

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Dunno why as it uses my own models and effects.. but..
Code: [Select]
$Name:                              CapAS
$Model File:                        missile02.pof
$Mass:                              15.0
$Velocity:                          275.0
$Fire Wait:                         8.0
$Damage:                            150
$Damage Type:                       Standard
$Shockwave Damage Type:             Explosion
$Blast Force:                       60.0
$Inner Radius:                      20.0
$Outer Radius:                      40.0
$Shockwave Speed:                   0
$Armor Factor:                      1.0
$Shield Factor:                     0.8
$Subsystem Factor:                  0.5
$Lifetime:                          15
$Energy Consumed:                   0.0
$Cargo Size:                        4.0
$Homing:                            YES
   +Type:                              ASPECT
   +Turn Time:                         1.25
   +Min Lock Time:                     2.0
   +Lock Pixels/Sec:                   70
   +Catch-up Pixels/Sec:               100
   +Catch-up Penalty:                  30
$LaunchSnd:                         91
$ImpactSnd:                         88
$FlyBySnd:                          -1
$Rearm Rate:                        2.0
$Flags:                             (  "Big Ship" )
$Trail:
   +Start Width:                       0.6
   +End Width:                         10.0
   +Start Alpha:                       0.25
   +End Alpha:                         0.0
   +Max Life:                          1.0
   +Bitmap:                            co_trail_2
$Icon:                              iconHornet
$Anim:                              LoadMissile04
$Impact Explosion:                  ExpMissileCluster
$Impact Explosion Radius:           5.0

$Name:                              Bomblet
$Model File:                        missile15.pof
$Mass:                              5.0
$Velocity:                          300.0
$Fire Wait:                         1.0
$Damage:                            50
$Damage Type:                       Standard
$Shockwave Damage Type:             Explosion
$Blast Force:                       30.0
$Inner Radius:                      20.0
$Outer Radius:                      40.0
$Shockwave Speed:                   0.0
$Armor Factor:                      1.0
$Shield Factor:                     0.8
$Subsystem Factor:                  0.4
$Lifetime:                          2.5
$Energy Consumed:                   0.0
$Cargo Size:                        3.5
$Homing:                            YES
   +Type:                              HEAT
   +Turn Time:                         0.75
   +View Cone:                         180.0
$Free flight time:                  0.1
$LaunchSnd:                            87
$ImpactSnd:                            88
$FlyBySnd:                          -1
$Rearm Rate:                        4.0
$Flags:                             (  "child" )
$Trail:
   +Start Width:                       0.5
   +End Width:                         1.2
   +Start Alpha:                       0.45
   +End Alpha:                         0.0
   +Max Life:                          0.5
   +Bitmap:                            redtrail_3
$Icon:                              iconMX-64
$Anim:                              mx64
$Impact Explosion:                  ExpMissileNew
$Impact Explosion Radius:           25.0
$Fof:                               12.0

And then adding "Spawn Bomblet,16", "Huge", and $Spawn Angle: 0 as needed
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Offline takashi

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where are things like:

;---------------
;
;

and #Secondsary weapons, and your even missintg the all important #End! FRED is going to scream when it loads this.

 

Offline Wanderer

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A) Why on EARTH would i ever put comments into a table if it does not need any?

B) I never claimed that the entry i posted was a table. It is just an excerpt from a table file.

C) None of you have any of the models, effects or additional tables required... As i assumed that anybody who would read the post in question would actually have the knowledge to replace the effects in question with their own.
Do not meddle in the affairs of coders for they are soggy and hard to light