Author Topic: Question about bombs  (Read 5090 times)

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Question about bombs

Is it possible to create a primary weapon for a turret which will targets bombs ONLY?  I'm aware of the turret-set-target-order function, which I can use to force given turrets to target bombs PRIMARILY.  My problem comes in the fact that once the bombs are dealt with, the turrets go on to target the fighters that launched them.  I'm attempting to create a small cruiser that defends its larger bretheren against bombs exclusively.  I could create a beam weapon and beam protect the enemy fighters, but I was hoping to avoid that route.  Ideas?

 
Re: Question about bombs

Wow, no bites?  I can't believe it!

 

Offline Droid803

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Re: Question about bombs
Mostly because none of us have any ideas.
And besides, what is wrong with attacking fighters.
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Offline Zoltan

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Re: Question about bombs

Wow, no bites?  I can't believe it!

The question has been proposed in the past, and satisfactory solutions were lacking. Of course there are various ways that you can make a weapon worthless against fighters, while retaining its ability to destroy bombs.
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Offline Bob-san

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Re: Question about bombs
Why not make it do 0 shield damage and a few HP worth of hull damage?
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Offline blowfish

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Re: Question about bombs
You should make it do at least 50 hull damage, since that's how many HP bombs have.

 

Offline Zoltan

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Re: Question about bombs
You should make it do at least 50 hull damage, since that's how many HP bombs have.

I didn't think that HPs mattered for bombs; I just thought it was the contact, though I could be wrong.
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Offline blowfish

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Re: Question about bombs
That's what I thought too at first.  The code says differently though.

 

Offline colecampbell666

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Re: Question about bombs
You should make it do at least 50 hull damage, since that's how many HP bombs have.
You should make it do at least 50 hull damage, since that's how many HP bombs have.

I didn't think that HPs mattered for bombs; I just thought it was the contact, though I could be wrong.
That's what I thought too at first.  The code says differently though.
The bombs in  INFR1 have tons of HP.

Code a new type of "Bomb only" turret.

The "B" key is used to track bombs and then if there are none, bombers. Have the turret use this somehow.
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Offline blowfish

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Re: Question about bombs
The bombs in  INFR1 have tons of HP.

No they don't.  Bombs have 50 hitpoints no matter what (though there were plans to impelment custom HP for bombs).  I have heard, however, that bombs don't have real collision detection, so you have to shoot straight through the center for it to hit.  That is probably what you are experiencing.

 

Offline Zoltan

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No they don't.  Bombs have 50 hitpoints no matter what (though there were plans to impelment custom HP for bombs).  I have heard, however, that bombs don't have real collision detection, so you have to shoot straight through the center for it to hit.  That is probably what you are experiencing.

I knew that bombs don't use normal collision detection, but I thought they were destroyed by shots that hit "close enough" (as in a fixed radius).
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Offline Retsof

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I noticed you could hit a cyclops with a "close enough" shot, but the rebel bomb (that little thing that looks a bubble popping when it hits) is nearly impossible to hit.
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I can't help but hear a shotgun cocking with this.

 

Alright, how about this one...is there any NON-weapon way to make bombs explode in mid-flight?  I'm 99% sure that the answer is no...but I gots to try.   :p

 

Offline JGZinv

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Wouldn't that be just a modified form of flak then?
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Offline Retsof

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Alright, how about this one...is there any NON-weapon way to make bombs explode in mid-flight?  I'm 99% sure that the answer is no...but I gots to try.   :p
Uhhh, you could run into it  :P
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I can't help but hear a shotgun cocking with this.

 

Offline blowfish

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That's always fun ... unless you have damaged shields or are playing Blue Planet :shaking:

 

Offline Nuke

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wouldn't mind having this flag for secondaries. thought about a fast bomb busting missile that could be carried by interceptors. only problem is making the ai use it properly. i see no reason why it cant apply to both prims and secondaries. i did make a bomb that launches a bunch of dummy bombs that can occupy a ship's turrets long enough so that you can land a real bomb.
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Offline Retsof

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I made a small missile that does nearly no damage but has a short emp effect that can't really do anything to your fighter but will dissable bombs. *gasp*
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I can't help but hear a shotgun cocking with this.

 
Question about bombs:

Is there a way to encourage the AI to use a weapon to disable and disarm stuff?
I'm thinking of something like the "bomber+" flag that encourages AI to use weapons with it against bombers.
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wouldn't a laser turret for this role be properly considered as a 'point defence turret'?
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