Author Topic: A Peculiar Question of Beams and Subsystems  (Read 1893 times)

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Offline blowfish

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A Peculiar Question of Beams and Subsystems
So, I was making this mission where I have these two capships fighting, one of which has a large main beam turret.  Now, I noticed that the other ship destroyed this turret far to often with its own beams (not good because this needs to be the player's job), so I created a variant of the beams it uses that do no subsystem damage.  After some experimentation, I found that the $Subsystem Factor: field in weapons.tbl has no effect on beams :(

Now, what I'm wondering, is how this should be addressed.  If there is an easy solution to this problem, I'd like to know.  As a last resort I'll use a repeating fire-beam SEXP that fires on a subsystem far from the main turret.  But I'm wondering if this should be classified as a bug/SCP feature request (and possibly submitted to mantis :nervous:).  I don't really think that making these values affect beams would really affect any beams that already exist, as I don't recall any beam (canon or not) that didn't have armor/shield/subsystem factors of all 1.0 :P

 

Offline Dilmah G

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Re: A Peculiar Question of Beams and Subsystems
So, I was making this mission where I have these two capships fighting, one of which has a large main beam turret.  Now, I noticed that the other ship destroyed this turret far to often with its own beams (not good because this needs to be the player's job), so I created a variant of the beams it uses that do no subsystem damage.  After some experimentation, I found that the $Subsystem Factor: field in weapons.tbl has no effect on beams :(

Now, what I'm wondering, is how this should be addressed.  If there is an easy solution to this problem, I'd like to know.  As a last resort I'll use a repeating fire-beam SEXP that fires on a subsystem far from the main turret.  But I'm wondering if this should be classified as a bug/SCP feature request (and possibly submitted to mantis :nervous:).  I don't really think that making these values affect beams would really affect any beams that already exist, as I don't recall any beam (canon or not) that didn't have armor/shield/subsystem factors of all 1.0 :P

You could have them start a larger distance from each other and have the player go in and disable it before they come in range, if that's viable. Otherwise I can't think of anything now

 

Offline FUBAR-BDHR

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Re: A Peculiar Question of Beams and Subsystems
You could try aligning the ships so that subsystem is out of the cone of fire of the attacking ships beams. 
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Offline blowfish

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Re: A Peculiar Question of Beams and Subsystems
Neither are really viable options, considering how I want this mission to work out...

 

Offline Snail

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Re: A Peculiar Question of Beams and Subsystems
How about using the Armor Table?

  

Offline redsniper

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Re: A Peculiar Question of Beams and Subsystems
You could give the player a new job, or let him take the day off since he isn't needed here. ;)
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Offline blowfish

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Re: A Peculiar Question of Beams and Subsystems
How about using the Armor Table?

Tried that.  It has a tendency to make the beam do no damage to the ship (about 50% of the time)...


EDIT: I found out why beams' shield/subsystem factors are not applied:
Code: [Select]
if ((weapon_info_index >= 0) && (other_obj->type == OBJ_WEAPON)) {
if ( Weapon_info[weapon_info_index].wi_flags2 & WIF2_TRAINING ) {
return damage_left;
}
damage_left *= Weapon_info[weapon_info_index].subsystem_factor;
}

The object doing the damage must be flagged OBJ_WEAPON, however beams are flagged as OBJ_BEAM.  I guess it makes sense now...
« Last Edit: February 03, 2009, 06:43:37 pm by blowfish »