Author Topic: First attempts with FS source...  (Read 17772 times)

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Offline Wanderer

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Re: First attempts with FS source...
Like?
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Offline blowfish

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Re: First attempts with FS source...
Turrets have been known to behave oddly at times.  I have seen cases where the the firepoints don't rotate with the barrel, and sometimes they don't fire along their normals.  Its too sporadic to replicate consistently though.

 

Offline Wanderer

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Re: First attempts with FS source...
Firepoints not rotating with the barrel sound more or less a model file issue. And multipart turrets shoot only along their normals if the turret rotation has caught up with the actual firing direction - thing for which i made the 'fire on target' flag (then it only fires if it actually points at the target).
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Offline Wanderer

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Re: First attempts with FS source...
Made new revision after i decided to make an attempt to get the multiple swarms per turret to work. Also added '+No Swarming Movement:' boolean option for weapons to cut down the useless math for non-homing swarm missiles (or shots) as well as giving ability to make non swarming 'burst fire' missile turrets and has the smart spawn option included.
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Offline Mobius

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Re: First attempts with FS source...
:yes:
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Offline Wanderer

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Re: First attempts with FS source...
Here is the diff and the build (of the 'turret' branch - so the radar and iff stuffs are not in this). I included the 'smart spawn' and i also added phreak's "inherit parent target" flag for good measure.

So things which are included:

Turret flags
   "fixed firingpoints"
      - explained earlier - except now should work with beams and swarms as well
   "salvo mode"
      - explained earlier - except now should work with beams and swarms as well
   "fire on target"
      - prevents turret from firing unless it as actually (almost) pointing at its target

Weapon flags
   "smart spawn"
      - prevents game from firing all the turret fired spawn type weapons in straight line like all retail turret fired spawn type  weapons are fired
      - allows turret fired spawn type weapons to act like normal weapons. ie. allowing them to home on target etc.
   "inherit parent target"
      - phreaks earlier addition.. forces spawned warheads to inherit the parent warheads target

Weapon options
   "+No Swarming Movement:" boolean... right after 'swarmwait' entry
      - if set to 'false' removes the random swarming movement from swarm type missiles (makes them more like burst type missiles) by skipping most of the math of swarm weapons


test build

[attachment deleted by admin]
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Offline Wanderer

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Re: First attempts with FS source...
So.. any comments? Criticism? Anything?





Another set of additions due request from VA


   $AliveSnd:
      Sound subsystem keeps while its alive...
      The sound index value from sounds.tbl, integer

   $DeadSnd:
      Sound subsystem keeps when its not alive (surprisingly...)
      The sound index value from sounds.tbl, integer

   $RotationSnd:
      Sound subsystem keeps when its rotating (almost the same as alive)
      The sound index value from sounds.tbl, integer

   $Turret RotationSnd:
      Sound turret keeps when its moving.. ie. tracking the target
      Scaled according the rotation speed vs max rotation speed
      The sound index value from sounds.tbl, integer

   $Turret RotationSnd Volume Multiplier:
      Multiplier so that single sound can be used for several different sizes of turrets
      Defaults to 1... float

Link to testbuild...
Link to diff...
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Offline chief1983

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Re: First attempts with FS source...
I hope all this stuff will come in handy with the ISD, and it's octet-turbolaser batteries.
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Offline Vasudan Admiral

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Re: First attempts with FS source...
Awesomeness. I'll test as soon as I can. :D

Chief: Yeah that kind of turret is what I was thinking this would be really really helpful for - making big turrets really feel big.
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Offline Vasudan Admiral

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Re: First attempts with FS source...
Just wanted to say; this is really really cool. :D

I applied a sound from BF2 to this to use as the turret rotation sound, and used it in conjunction with a triton with slowed down turrets. Even though the turrets are far less effective than they would normally be, they *feel* much scarier and like the huge gun turrets they would be in real life.

If this stuff can be integrated into 3.6.10, I'd love to make use of it in the MVPs. An Orion bringing its big guns to bear would be a very impressive sight indeed. :)
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Offline Shade

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Re: First attempts with FS source...
Yeah, that would be awesome. The effect of sound cannot be overestimated. It's the sound that makes beams so scary, not the appearence - When you hear that warmup, you just know something bad is headed your way. And I bet it would be the same with a rotation sound for the big multipart turrets... you're trying to evade and don't have much time to look towards the turret, but you can hear it following you everywhere you go and expect imminent death :nervous:
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Re: First attempts with FS source...
Salvo beams? Sweeeeeet

 

Offline karajorma

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Re: First attempts with FS source...
So.. any comments? Criticism? Anything?

In general I find it takes a little while for people to realise the nice toy they've just been given. :D
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Offline castor

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Re: First attempts with FS source...
Sounds promising. Maybe this could even be applied to the retail campaign without too much trouble?

 
Re: First attempts with FS source...
   I'm wondering, is it possible to get a uh, alternate salvo mode where . . .well you can fire beams out of a turret but they don't fire simultaneously? (like normal swarm turrets). Or is that already implemented?

   Regardless I'll try out the Salvo mode sometime though I'm on a bit of modelling buzz right now and I want to keep at it while I'm still interested. If it lasts long enough when I test it out it might be on something even cooler :D

 

Offline Wanderer

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Re: First attempts with FS source...
That type of option was available earlier.. Problem was that you rarely got 'independent' weapons instead the beams tended to jump from one firingpoint to another and even then use the same firing point for all the beams in the turret - but the build i posted should have this fixed. But you can make the turret to fire multiple beams  'non-simultaneously'... Arm the turret preferably with as many beams (max 3) as it has firingpoints. Add 'use multiple guns' turret flag for it - and possibly also 'fixed firingpoints' flag. And that should do it.
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