Author Topic: Homing Primaries (still buggy)  (Read 2915 times)

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Offline Aardwolf

  • 211
  • Posts: 16,384
Homing Primaries (still buggy)
This is a primary-bank-mounted weapon which fires homing energy blobs. It requires a fairly recent build, and (I'm not sure) may need the mediavps. I haven't got the homing to work quite right (they don't target what you target quite right), it crashes if you fire while a friendly ship is targeted (possibly also when nothing is targeted), and it won't work in multiplayer.

If you figure out fixes for this, post it up!

File: hauser-wep.tbm
Code: [Select]

#Primary Weapons

$Name: @Hauser
+Title:                                 XSTR("GTW-71 Hauser A", -1)
+Description:
XSTR(
"Standard Issue
Swarm missile.
Somehow works as a primary", -1)
$end_multi_text
+Tech Title:     XSTR("GTW-71 Hauser A", -1)
+Tech Anim:                     Tech_GTM-4_Hornet
+Tech Description:
XSTR(
"The Hauser A is a missile swarm weapon like the Hornet, but can only be mounted in primary-weapon slots because we screwed that up somehow.", -1)
$end_multi_text
@Laser Bitmap: none
@Laser Glow: none
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 1.0
@Laser Head Radius: 0.01
@Laser Tail Radius: 0.01
$Mass: 0.0
$Velocity: 275.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.5 ;; in seconds
$Damage: 1
$Armor Factor: 0.01
$Shield Factor: 0.01
$Subsystem Factor: 0.01
$Lifetime: 4.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 1 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 94 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("cycle" "in tech database" "player allowed")
$Trail:                                                                              ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25                                            ;; Width of trail nearest missile
+End Width: 0.75                                            ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0                                             ;; how many seconds before trail disappears
+Bitmap:                newmiss1
$Icon: iconHornet
$Anim: hornet
$Impact Explosion: none

#End

#Secondary Weapons

$Name: Hauser Babby
$Model File:                    none
@Laser Bitmap: beamglow6
@Laser Glow: none
@Laser Color: 250, 128, 0
@Laser Color2: 250, 128, 0
@Laser Length: 4.0
@Laser Head Radius: 2.0
@Laser Tail Radius: 2.0
$Mass: 1.2
$Velocity:                      275.0
$Fire Wait:                     0.5
$Damage:                        15                                      ;; damage applied when within inner radius
$Blast Force:                   5.0
$Inner Radius:                  20.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  40.0                                     ;; max radius for attenuated damage
$Shockwave Speed:               0                                               ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 6.0
$Energy Consumed:               0.0
$Cargo Size:                    2.0
$Homing:                                        YES
;; the following indented fields are only required when $Homing is YES
+Type:                          HEAT            ;; Legal: HEAT, ASPECT
+Turn Time:             1.5
+View Cone:             180.0
$LaunchSnd:                     94
$ImpactSnd: 88
$FlyBySnd:                      -1
$Rearm Rate:                    1.0
$Flags:                         ("child" "particle spew" "inherit parent target")
$Trail:                                                                              ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25                                            ;; Width of trail nearest missile
+End Width: 0.5                                            ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.8                                             ;; how many seconds before trail disappears
+Bitmap:                MissileTrail02 ;; Bitmap used to draw trail
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius:       3.0
$Pspew:
+Count: 2
+Time: 1
+Vel: 0.56
+Radius: 0.055
+Life: 0.02
+Scale: 0.35
+Bitmap: hornet_trail

#End


File: hauser-shp.tbm (makes the Herc (I) able to use this weapon)
Code: [Select]
#Ship Classes
$Name: GTF Hercules
+nocreate
$Allowed PBanks: ("Hauser" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim")
#End

Edit:
New version of hauser-sct.tbm, thanks to Wanderer
Code: [Select]
#Conditional Hooks

$State: GS_STATE_GAME_PLAY
$On Frame: [

floatMissionTime = mn.getMissionTime()

if floatMissionTime ~= nil then
   n_weapons = #mn.Weapons
   for i = 1, n_weapons do
      --ba.warning("11")
      local wep = mn.Weapons[i]
      if wep.Class.Name == "Hauser" then
         local parent = wep.Parent
         local target = wep.Target
         local targetbreed = target:getBreedName()
         if targetbreed == "Ship" then
            if wep.Target.Team.Name ~= parent.Team.Name then
               local newwep = mn.createWeapon(tb.WeaponClasses["Hauser Babby"], wep.Orientation, wep.Position, parent)
               newwep.HomingObject = target
               newwep.Target = target
            end
         end
         wep.LifeLeft = 0
         --ba.warning("12")
      end
   end
end
]

#End
« Last Edit: February 21, 2009, 02:13:22 pm by Aardwolf »

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Homing Primaries (still buggy)
edit: there seems to have a new error popped up... before it worked as stated below, but now I need to add "Flak" to the flags of the two primaries to make it work again... strange.
Seems I'll have to do a bit more experimenting and testing to find out what went wrong...  :(

Oh, and thanks to aa51 from the irc-channel for help in testing this again :) .

[edit2: Added the Flak-flag to the tbm below, to prevent people from jumping into trouble ;) .]



Sorry in advance for necromancing... but I just did a homing primary, too; just that I simply used spawning for it.

Granted, that way the hits will count as secondary-hits, but I'd say I prefer that over crashes... ;)

I basically simply took the Prometheus and a Rockeye with Prometheus-stats + Prometheus-looks, then somewhat changed some values.



IMPORTANT POINT: For this to work, it seems the "remote detonate" is needed in the parent primary. That was the main problem I had to figure out.

*tested with 3.6.10.5618*   (well, only the LR-variant, but technically, that shouldn't matter...)


*Also, I wanted to make the primary homing, and the secondary to inherit it's parent's target... but at that point I still hadn't figured out the remote-detonate was necessary, and again deactivated the homing for testing if it was a problem... as this didn't seem to cause differences, it should be safe to turn the homing on the parent primary on again. :)
I just didn't yet get to test it again... :nervous:



Here's the xxx-wep.tbm-entry:

Code: [Select]
#Primary Weapons

$Name: Prometheus T
+Title: XSTR("GTW-5 Prometheus Torpedo", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 1500m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.1 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
; $Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 0.15
; +View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "inherit parent target" "spawn PromTorpChild,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 5

$Name: Prometheus T LR
+Title: XSTR("GTW-5 Prometheus Torpedo", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 15300m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 1.0 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.15
+View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "inherit parent target" "spawn PromTorpChild LR,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 155

#End

;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
#Secondary Weapons

$Name:                                  PromTorpChild
+Title:                                 XSTR("PromTorpChild", -1)
+Description:
XSTR(
"Hull Damage: 11,25/cu
Shield Damage: 9/cu
Subsys Damage: 9/cu
Range: 1900m
Type: Heat-seeking
Turn Time: 0,85s
View Cone: 100 degrees", -1)
$end_multi_text
+Tech Title:   XSTR("PromTorpChild", -1)
+Tech Anim:   Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 1.9 ; 1.9
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; 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: 0.15
+View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Seeker Strength: 7
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("child" "inherit parent target" "no emp kill")                                          ;;
; that trail was actually a slightly ill-fated try for "curved lasers" which someone requested in the chat - I'll try that again another time
;$Trail: ;; Trail cannot be set if Exhaust is set
; +Start Width:             0.4                                       ;; Width of trail nearest missile
; +End Width:           0.1                                       ;; Width of trail before it "evaporates"
; +Start Alpha: 1.0
; +End Alpha: 0.0
; +Max Life: 0.2                                       ;; how many seconds before trail disappears
; +Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 50.0
$Transparent:
+Alpha: 0.85
+Alpha Min: 0.1
+Alpha Cycle: 0.01


$Name:                                  PromTorpChild LR
+Title:                                 XSTR("PromTorpChild", -1)
+Description:
XSTR(
"Hull Damage: 11,25/cu
Shield Damage: 9/cu
Subsys Damage: 9/cu
Range: 1900m
Type: Heat-seeking
Turn Time: 0,85s
View Cone: 100 degrees", -1)
$end_multi_text
+Tech Title:   XSTR("PromTorpChild", -1)
+Tech Anim:   Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 19.4 ; 1.9
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; 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: 0.15
+View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Seeker Strength: 7
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("child" "inherit parent target" "no emp kill")                                          ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width:             0.4                                       ;; Width of trail nearest missile
+End Width:           0.1                                       ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.2                                       ;; how many seconds before trail disappears
+Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 50.0
$Transparent:
+Alpha: 0.85
+Alpha Min: 0.1
+Alpha Cycle: 0.01

#End


Add that to some ship and mission loadouts, and have fun :D . (you might want to reduce the secondaries turn time for balancing... :nervous: )




Note: The "LR" variant is seriously overpowered - with that range and turn time, you can simply fire into the blue and wait for the shots to search their own targets...
For further balancing, you might also want to increase the turn time of the "normal" PromT - 1.0 is about usual for the better dogfight missiles, but they are not that fast... so maybe give it a turn time of about 0.5 to 2.0, as you see fit :) .

Actually, when testing it, I had a bit of a "deja vu"... All those green blobs moving like a school of fish hunting some prey very much reminded me of the end of Stargates' southpole-battle, just this time the drones were greeen...  :D :cool:


...I'd have uploaded this to FSMods with a few test-missions (Asteroid Dogfight & Shivan Gauntlet), if uploads were working currently (please repair them soon, achtung :) ) .
And nope, I tested this in another missiion... as Shivan, of course ;o) .    ':.:'
     (over 100 GTVA pilots were lost to that weapon in it's final test run - oops... :nervous: ;) )



P.S.: I actually found an even more promising use of that concept... But I'll still have to flash that one out a bit. :)

        Also, I haven't yet tried to set the parent to ASPECT... I'd guess that wouldn't get any positive effects, but maybe I'm wrong...

*out*
:warp:
« Last Edit: December 04, 2009, 09:46:22 am by Mav »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Homing Primaries (still buggy)
Kind of long, I mostly just skimmed it... is there a bug? Or are you just having fun with homing primaries?

  

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Homing Primaries (still buggy)
Kind of long, I mostly just skimmed it... is there a bug? Or are you just having fun with homing primaries?
Mostly having fun, but somehow it started requiring the "Flak"-flag... A while earlier it worked without that and I just have no idea why that changed... :nervous:

Also, I tried a few other things... curved lasers should work once I try again - but spawning beams seems to be defunct... :(
I'd sooo have liked a Shivan primary that spawns a small salvo of SAAA's ... ;)
« Last Edit: December 04, 2009, 09:48:49 am by Mav »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Homing Primaries (still buggy)
I don't think it's ever been possible to spawn beams.

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Homing Primaries (still buggy)
It isn't I tried making BFRed childs on a Pirannah.

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Homing Primaries (still buggy)
Hmmm... If you got the homing primaries to work, those may be of great interest to the fellow producing the Stellar Assault mod.  :nod:
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Homing Primaries (still buggy)
Hm... ok, I tested a bit more today.


*Notice to self* : NEVER do "just a few aesthetic corrections" without making a backup before... :rolleyes:

Well, I got the LR-version to work without "Flak" again... the strange thing is, the short-ranged version still needs it. :eek2:
Curved "lasers" (that somebody requested in the chat) also work by now, although not as beams but just as trails like the Shivan Super Laser.
Question: Is it possible to add a glowmap to a trail?? :confused: Because that way it'd look a bit more like a beam...


It seems that the spawning primary shouldn't have "Homing: YES", or else it won't "explode" without hitting something (the same as when "Remote Detonate" isn't used), and thus also not spawn.
Also, setting the lifetime for the initial primary too low (e.g. 0.01) will also break the spawnig, it seems.
( Notice: That "spawn-when-hitting" behaviour could eventually be used to mimic "reflecting" weapons... :cool: ;) )

I rebalanced the short-range version (the uppermost entry) to be a BIT more fair. It has a restricted view cone by now, as well as a higher turn time. I left the seeker strength, as it would anyway be nonsense to waste countermeasures on it - there's no ammo limit for these after all, and they can be outmaneuvred better than normal missiles, as their turn time doesn't hold up with their speed by now.


Here's my current -wep.tbm (please note that only the normal, LR and cl variants are currently considered functional) :

Code: [Select]
#Primary Weapons

$Name: Prometheus T
+Title: XSTR("GTW-5 Prometheus Torpedo", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 1500m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.05 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
; $Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 0.15
; +View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "spawn PromTorpChild,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 1

$Name: Prometheus T home
+Title: XSTR("GTW-5 Prometheus Torpedo h", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 1500m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T home", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.1 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
;$Homing: NO
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.15
+View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "spawn PromTorpChild,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 5

$Name: Prometheus T aspect
+Title: XSTR("GTW-5 Prometheus Torpedo a", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 1500m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T aspect", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.1 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
;   pretty dumb try, I know - enabling aspect-lock crashed the game for me... so be careful !!
;$Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: ASPECT ;; Legal: HEAT, ASPECT
; +Turn Time: 1.0
; +Min Lock Time: 2.0 ;; Minimum lock time (in seconds)
; +Lock Pixels/Sec: 70                                        ;; Pixels moved per sec while locking
; +Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up
; +Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "spawn PromTorpChild,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 5


$Name: Prometheus T LR
+Title: XSTR("GTW-5 Prometheus Torpedo LR", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 15300m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T LR", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 1.0 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO ; forget homing - if used, no spawning takes place   ( usually.. ;-) )
;$Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 0.15
; +View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Remote Detonate" "spawn PromTorpChild LR,1")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 155

$Name: Prometheus T curvLas
+Title: XSTR("GTW-5 Prometheus Torpedo cl", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 1500m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T cl", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
@Laser Bitmap:                  laserglow01
@Laser Glow:   2_laserglow03
@Laser Color:   250, 230, 30
@Laser Color2:   250, 230, 30
@Laser Length:       0.0
@Laser Head Radius:  0.0030
@Laser Tail Radius:  0.0030
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.05 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
; $Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 0.15
; +View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "spawn PromTorpChild cl,1")
$Trail:
+Start Width:              0.4                                            ;; Width of trail nearest missile
+End Width:         0.2                                            ;; Width of trail before it "evaporates"
+Start Alpha:            1.0
        +End Alpha:              0.0
+Max Life:               5.0                                     ;; how many seconds before trail disappears
+Bitmap:                 beam-red                  ;; Bitmap used to draw trail
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 5


$Name: Prometheus T beam
+Title: XSTR("GTW-5 Prometheus Torpedo b", -1)
+Description:
XSTR(
"Hull Damage: 77,14/s
Shield Damage: 85,71/s
Subsys Damage: 30/s
Energy usage: 2,86/s
Range: 15300m", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5 Prometheus T b", -1)
+Tech Anim: Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR("", 3277)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.35
$Damage: 30
$Arm distance: 400
$Detonation Range: 500
; $Blast Force: 200.0
; $Inner Radius: 20.0 ;; radius at which damage is full
; $Outer Radius: 140.0 ;; max radius for attenuated damage
; $Shockwave Speed: 30.0 ;; velocity of shockwave.  0 for none.
;$Dinky shockwave:
; +Shockwave damage:
; +Shockwave damage type:
; +Blast Force: 100.0
; +Inner Radius: 5
; +Outer Radius: 30
; +Shockwave Speed: 6
; +Shockwave Rotation:
; +Shockwave Model:
; +Shockwave Name:
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 0.1 ; 0.3
$Energy Consumed: 1.0
$Cargo Size: 0.0
$Homing: NO
;$Homing: YES
; ;; the following indented fields are only required when $Homing is YES
; +Type: HEAT ;; Legal: HEAT, ASPECT
; +Turn Time: 0.15
; +View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "player allowed" "Flak" "Remote Detonate" "spawn SAAA,3")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: none
; $Impact Explosion: ExpMissileHit1
; $Impact Explosion Radius: 65.0
; $Dinky impact explosion: ExpMissileHit1
; $Dinky impact explosion radius: 5.0
$Spawn Angle: 155

#End

;=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
#Secondary Weapons

$Name:                                  PromTorpChild
+Title:                                 XSTR("PromTorpChild", -1)
+Description:
XSTR(
"Hull Damage: 11,25/cu
Shield Damage: 9/cu
Subsys Damage: 9/cu
Range: 1900m
Type: Heat-seeking
Turn Time: 0,85s
View Cone: 100 degrees", -1)
$end_multi_text
+Tech Title:   XSTR("PromTorpChild", -1)
+Tech Anim:   Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 1.99 ; 1.9
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; 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: 0.8 ; 0.15
+View Cone: 40.0 ; 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Seeker Strength: 7
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("child" "inherit parent target" "no emp kill")                                          ;;
;$Trail: ;; Trail cannot be set if Exhaust is set
; +Start Width:             0.4                                       ;; Width of trail nearest missile
; +End Width:           0.1                                       ;; Width of trail before it "evaporates"
; +Start Alpha: 1.0
; +End Alpha: 0.0
; +Max Life: 0.2                                       ;; how many seconds before trail disappears
; +Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: none
;$Impact Explosion: ExpMissileHit1
;$Impact Explosion Radius: 50.0
$Transparent:
+Alpha: 0.85
+Alpha Min: 0.1
+Alpha Cycle: 0.01
;  $Spawn Angle: 5


$Name:                                  PromTorpChild cl
+Title:                                 XSTR("PromTorpChild", -1)
+Description:
XSTR(
"Hull Damage: 11,25/cu
Shield Damage: 9/cu
Subsys Damage: 9/cu
Range: 1900m
Type: Heat-seeking
Turn Time: 0,85s
View Cone: 100 degrees", -1)
$end_multi_text
+Tech Title:   XSTR("PromTorpChild", -1)
+Tech Anim:   Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
@Laser Bitmap:                  laserglow01
@Laser Glow:   2_laserglow03
@Laser Color:   250, 230, 30
@Laser Color2:   250, 230, 30
@Laser Length:       0.0
@Laser Head Radius:  0.0030
@Laser Tail Radius:  0.0030
$Mass:                                  0.2
$Velocity:                              1000.0                          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 1.99 ; 1.9
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; 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: 0.8 ; 0.15
+View Cone: 40.0 ; 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Seeker Strength: 7
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("child" "inherit parent target" "no emp kill")                                          ;;
$Trail:
+Start Width:              0.4                                            ;; Width of trail nearest missile
+End Width:         0.2                                            ;; Width of trail before it "evaporates"
+Start Alpha:            1.0
        +End Alpha:              0.0
+Max Life:               5.0                                     ;; how many seconds before trail disappears
+Bitmap:                 beam-red                  ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: none
;$Impact Explosion: ExpMissileHit1
;$Impact Explosion Radius: 50.0
;$Transparent:
; +Alpha: 0.85
; +Alpha Min: 0.1
; +Alpha Cycle: 0.01
;  $Spawn Angle: 5


$Name:                                  PromTorpChild LR
+Title:                                 XSTR("PromTorpChild", -1)
+Description:
XSTR(
"Hull Damage: 11,25/cu
Shield Damage: 9/cu
Subsys Damage: 9/cu
Range: 1900m
Type: Heat-seeking
Turn Time: 0,85s
View Cone: 100 degrees", -1)
$end_multi_text
+Tech Title:   XSTR("PromTorpChild", -1)
+Tech Anim:   Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR("", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 20, 150, 20
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 750.0
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 19.4 ; 1.9
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; 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: 0.15
+View Cone: 180.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Seeker Strength: 7
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("child" "inherit parent target" "no emp kill")                                          ;;
;$Trail: ;; Trail cannot be set if Exhaust is set
; +Start Width:             0.4                                       ;; Width of trail nearest missile
; +End Width:           0.1                                       ;; Width of trail before it "evaporates"
; +Start Alpha: 1.0
; +End Alpha: 0.0
; +Max Life: 0.2                                       ;; how many seconds before trail disappears
; +Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: none
;$Impact Explosion: ExpMissileHit1
;$Impact Explosion Radius: 50.0
$Transparent:
+Alpha: 0.85
+Alpha Min: 0.1
+Alpha Cycle: 0.01



#End



@Aardwolf: Well, maybe it isn't possible - I was just asking & testing if it might have been implemented by now... seems it isn't, though I'll still have to test it again with some fighterbeam...
« Last Edit: December 05, 2009, 04:58:03 pm by Mav »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)