Author Topic: Point defense  (Read 7123 times)

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Offline DarkShadow-

  • 28
  • Machina Terra
Well, back to topic, the solution is actually easy, but requires some work:

With SCP, we got the lovely turret-set-target-order-SEXP link to wiki.

So, you simply set target order for your anti-bomb-turrets to bombs only:

turret-set-target-order
- shipname
- turretname
- bombs

And, if all other guns should ignore bombs:

turret-set-target-order
-shipname
-turretname
-ships
-asteroids

This works fine for me, I'm using a rapid firing "laser" (-> actually a machinegun) to fend of fighters or bombs in my own mod. Same way you can force huge guns to ignore bombs completely (atm, if you activate "Huge turrets ignore bombs", they don't fire at bombs, but they target bombs and so stop firing at enemy ships).
"The most exciting phrase to hear in science, the one that heralds new discoveries, isn't 'Eureka!' but rather 'hmm....that's funny.'" Isaac Asimov

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
This works fine for me, I'm using a rapid firing "laser" (-> actually a machinegun) to fend of fighters or bombs in my own mod. Same way you can force huge guns to ignore bombs completely (atm, if you activate "Huge turrets ignore bombs", they don't fire at bombs, but they target bombs and so stop firing at enemy ships).

Really? I haven't seen them targeting bombs if that ai_profiles flag is in use.. If they do then that is a bug
Do not meddle in the affairs of coders for they are soggy and hard to light

 
But wouldn't I have to do that for each and every turret on a ship?

EDIT: What if I just made the anti fighter tureets huge, made them ignore bombs but add the +small flag? That way they would target fighters, bombers and bombs but ignore the bombs and the +huge flag would never come into play seeing as it would never fire at big ships?
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 

Offline DarkShadow-

  • 28
  • Machina Terra
Really? I haven't seen them targeting bombs if that ai_profiles flag is in use.. If they do then that is a bug

Well, all I can say is that, if there some huge weapons in use, they randomly stop firing at their target if one or several enemy bombs are launched. Doesn't happen everytime, but it's recognizable. However, it never happens when I use the turret-set-target-order SEXP.

But wouldn't I have to do that for each and every turret on a ship?

Guess why I said it requires some work ;)

EDIT: What if I just made the anti fighter tureets huge, made them ignore bombs but add the +small flag? That way they would target fighters, bombers and bombs but ignore the bombs and the +huge flag would never come into play seeing as it would never fire at big ships?

Hmm, test it, that's all I can say.
« Last Edit: January 31, 2008, 06:32:15 am by DarkShadow- »
"The most exciting phrase to hear in science, the one that heralds new discoveries, isn't 'Eureka!' but rather 'hmm....that's funny.'" Isaac Asimov

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
I don't think we're on the same page here, I am aware of Close-In-Weapon-Systems (which are basically the problem here) but I'm not talking about the type of missile's you're thinking of. Anti-ship missiles or cruise missiles are not the problem here and neither are torpedoes, that's what the lasers and EMPs are for. What I'm saying is impossible to intercept is when a plane flies right over/at you carrier, fires all it's SRAMS or drops all of it's bombs and buggers off. That's what's being a pain in the ass. The flak guns made for shooting down the bombs are crap against the fighters and the machine guns made for killing fighters are crap at hitting bombs and so I need a way to divvy up the targeting.

I have a gattling turret on my ships and it's great at shooting down everything - from bombs to fighters/bombers.
Can you post the stats of your CIWS gun?
Nobody dies as a virgin - the life ****s us all!

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

 
Do your ships move really fast and do your missiles use additive velocity and do you use the fields of fire tag because otherwise I'm afraid it will be greatly out of context. Besides, I'm really starting to like the concept of a flak screen and two separate weapons to fill separate roles rather than diverting dozens of the same weapon to different tasks. If it becomes necessary I will post it however.
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
Flak screens are stupid and weak.

Now flak barriers, on the other hand...

 
Why just a barrier? Why not a sphere of exploding flak around a ship?  ;)

 
Well that's basically the same thing. A flak sphere would require absurd amounts of flak turrets and would just be no fair!
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 
It'd look pretty though

 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
Well that's basically the same thing. A flak sphere would require absurd amounts of flak turrets and would just be no fair!

Pfft. Real life isn't fair. And I thought this was for a realism mod? :p

 
Realistically though an entire sphere of flak would be completely impractical unless you had a ship dedicated to it's sole use.........wait a minute.....that's given me an idea. A ship class completely dedicated to intercepting fire with numerous point defense turrets and only minimal armament with a wide cover range and high speed. You could intersperse them around a battle formation and they would protect the surrounding ships from incoming fire (most ship to ship weapons are secondaries not blobs) and you can move them quickly to vital points that need protection! It's brilliant I say! Brilliant!
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 
You think the flak sphere would be unfair? You should try making EMP flak...  :drevil:

 
Uh actually another race has almost exactly that but I haven't tried it yet. Why would it be unfair?
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
Because flak and EMP are the two most annoying things that can be used against you.

Flak, while often times isn't too damaging, always hits your ship causing the screen to turn red and you to shudder, and EMP messes up your sensors. With the constant being under fire of flak, and the inherent annoying-ness of EMP, they combine to become unstoppable.

  
Ahhhhhhhhhhhhhhh. I see. Well by EMP flak I basically meant a flak gun that instead of exploding triggers an EMP burst so the red shuddering thing wouldn't be too much of a problem but the constant barrage of scrambling would be a pain in the butt. What if I just set the damage to 1, the inner radius to huge and have a slight EMP effect and just say that the EMP burst shorts out missiles?







EMP flak........
 :shaking:
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
What if I just set the damage to 1, the inner radius to huge and have a slight EMP effect and just say that the EMP burst shorts out missiles?

1) That wouldn't solve the problem of the shudder, and 2) I don't think you can do that without coding changes (EMP only affects missiles).

And the huge inner radius would only make it worse.

 
No I mean that although the EMP wouldn't affect the missiles it would do 1 damage to destroy the missiles and then it would just say that it was the EMP that destroys the missiles.
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
If you have a huge inner radius with no EMP it should destroy the missiles just as well.

 
I know that's the point but I'm telling the player it's EMP that's doing it so there needs to be some sort of light EMP effect if they caught in it if I want it to be believable.
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!