Author Topic: X-wing s-foils animation idea  (Read 17289 times)

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Offline Dragon

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X-wing s-foils animation idea
Do you want to make X-wings s-foils really moving?
Because i found a way to do it on IA model.
You need to have this in Sbanks

Code: [Select]
$Allowed SBanks: ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket" "Space Bomb" "Phoenix"
 "Ion Pulse" "Mag Pulse" "HM4 Swarm" "Concussion Missile" "Discord Missile" "Proton Torpedo"
"Seismic Charge" "Intruder Rocket" "Proton Bomb" "Phoenix" "Ion Pulse" "Mag Pulse" "D-Boron" )
$Allowed Dogfight SBanks: ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket" "Space Bomb"
 "Phoenix" "Ion Pulse" "Mag Pulse" ) ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket"
"Space Bomb" "Phoenix" "Ion Pulse" "Mag Pulse" ) ( "Nothing" ) ( "Nothing" )
$Default SBanks: ( "Torpedo" "Torpedo" "nothing" "nothing" )
$SBank Capacity: ( 15, 15, 1, 1 )

Second slot is needed when you run out of torpedoes ,if it wasn't there after firing all torpedoes s-foils will close and you will be unable to fire. Change loadout if you want. "Nothing" secondary was from TBP and is needed.
It's important to make nothing unfireable ("No dumbfire" and +Weapon range: 1 may do the trick) or you will be unable either to close or to open s-foils.

And then the animation:

Code: [Select]
$Subsystem: Engine01, 25, 0.0
$Subsystem: Engine02, 25, 0.0
$Subsystem: Engine03, 25, 0.0
$Subsystem: Engine04, 25, 0.0
$Subsystem: Sfoil01, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil02, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,-10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil03, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil04, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,-10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000


"Engine0#" subsystems are for ion cannons ,because i don't want them to destroy submodels but there must be a way to disable a ship ,so when you destroy an s-foil its respective engine gets destroyed as well.
Anyway you will need this set of events in each mission (i also made a similar thing for B-wing).

Code: [Select]
$Formula: ( every-time
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( is-secondary-selected "Alpha 1" 2 )
   )
   ( lock-primary-weapon "Alpha 1" )
   ( lock-secondary-weapon "Alpha 1" )
)
+Name: Sfoils
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time
   ( and
      ( is-ship-class "B-Wing" "Alpha 1" )
      ( is-secondary-selected "Alpha 1" 0 )
   )
   ( lock-primary-weapon "Alpha 1" )
   ( lock-secondary-weapon "Alpha 1" )
)
+Name: Sfoils1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time
   ( and
      ( is-ship-class "B-Wing" "Alpha 1" )
      ( not
         ( is-secondary-selected "Alpha 1" 0 )
      )
   )
   ( unlock-primary-weapon "Alpha 1" )
   ( unlock-secondary-weapon "Alpha 1" )
)
+Name: Unlock
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( not
         ( is-secondary-selected "Alpha 1" 2 )
      )
   )
   ( unlock-primary-weapon "Alpha 1" )
   ( unlock-secondary-weapon "Alpha 1" )
)
+Name: Unlock1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( is-subsystem-destroyed-delay
         "Alpha 1"
         "Sfoil01"
         0
      )
   )
   ( set-subsystem-strength
      "Alpha 1"
      "engine01"
      0
   )
)
+Name: Engines1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( is-subsystem-destroyed-delay
         "Alpha 1"
         "Sfoil02"
         0
      )
   )
   ( set-subsystem-strength
      "Alpha 1"
      "engine02"
      0
   )
)
+Name: Engines2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( is-subsystem-destroyed-delay
         "Alpha 1"
         "Sfoil03"
         0
      )
   )
   ( set-subsystem-strength
      "Alpha 1"
      "engine03"
      0
   )
)
+Name: Engines3
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( and
      ( is-ship-class "X-Wing" "Alpha 1" )
      ( is-subsystem-destroyed-delay
         "Alpha 1"
         "Sfoil04"
         0
      )
   )
   ( set-subsystem-strength
      "Alpha 1"
      "engine04"
      0
   )
)
+Name: Engines4
+Repeat Count: 1
+Interval: 1
+Team: 0

Worked for me on 3.6.10 INF most recent at this time ( there was no test multiplayer INF build with nearly all features from the latest nightly).

Maybe you will find some use for this ,or maybe you already have something similar.
I also tried to get pair fire on X-wing ,but "Cycle" flag $Swarm: 2 and $Swarm wait: 0.000001 didn't worked for some reason. I wonder how you want to solve this problem.
Anyway ,i hope i just made FoTG a bit closer to release ,if not ,no problem.
I may also post my animations for B-wing if you want.

 

Offline chief1983

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Re: X-wing s-foils animation idea
We'll keep that in mind.  We're looking into a significant overhaul of the way the primaries system works, including a targeting lock for the autoaim and some other goodies.

So basically, it looks like you created a dummy set of hardpoints, that when selected cause the ship to engage its S-Foils.  Pretty interesting hack.  You might even consider calling that weapon "Close S-Foils" :)

Actually we probably weren't going to concern ourselves terribly much with the S-Foils, unless they became a useful game mechanic somehow.  If the work's done though maybe we'll throw them in anyway.
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Offline CountBuggula

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Re: X-wing s-foils animation idea
Actually we probably weren't going to concern ourselves terribly much with the S-Foils, unless they became a useful game mechanic somehow.

Any possibility of a moderate speed boost while s-foils are closed?  That seemed to me to be the reason they were used in the movies - closed for cruising speed, open to attack.

 

Offline chief1983

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Re: X-wing s-foils animation idea
Well it's never really clear that they actually got a speed boost from that, it's been more of a mechanic in the Rogue Squadron line of games than anything that's actually definite in the movies.  If it came down a need to give the X-wing a boost for balancing and we don't want to change it any other way, it might be worth considering.
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Offline CountBuggula

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Re: X-wing s-foils animation idea
Granted Rogue squadron exploited that mechanic pretty badly, but I remember having that distinct impression from the movies before Rogue Squadron ever came out.  It just seemed to me that there aught to be a reason why they could open and close - maybe it was for atmospheric stability or something, but you see them travel in space enough with them closed (the fleet at the end of Empire, if I remember correctly) so there must be some reason for it.

I'm not advocating that we throw it in just because we can or for a goofy game mechanic, but as a way to explain the mechanic that's given to us in the movies.

And if it is a speed boost, it should be small enough that you don't see people opening and closing their s-foils all throughout battle to try and gain a tactical advantage.  It should only really be noticeable while traveling larger distances.

 

Offline Galemp

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Re: X-wing s-foils animation idea
:eek: Wow, that's not just an idea, that's an execution of it! Amazing to get some real, constructive input on this mechanic, excellent work.

I would suggest that, if you can work this into a LUA script instead of SEXPs, it will definitely get used.
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Offline swashmebuckle

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Re: X-wing s-foils animation idea
As far as making closing the S-foils a useful game mechanic is concerned, if you could have a marginal power boost (like, 5% or less) to shield recharge rates and max speed for whatever levels they are set at to go along with the primary weapons lockout then you would have some reason for making long trips with them closed while avoiding the Rogue Squadron "closed foils=turbo afterburner" silliness.  You could say that the extra bit of power comes from not having to keep the tibanna gas in the cannons superheated or something...Or you could forget about making it actually useful and have the feature just because Brand's X-wing looks awesome with the foils closed ;7.

Anyway, this is cool.  :yes:

 

Offline FUBAR-BDHR

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Re: X-wing s-foils animation idea
I always figured it would make them faster in a straight line (partially due to the weapons being off) but less maneuverable.  That and they needed to be closed to jump.  Never saw much of a need for them to be closed for any other reason especially in combat.  Possibly a lower radar sig?
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Offline aRaven

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Re: X-wing s-foils animation idea
makes no sense that xwings would get a speed boost when sfoils are locked.

there is a performance decrease, because the cooling process is limited by the reduced surface area.

thats why "lock sfoils is attack position" means the opening of the sfoils.

 

Offline chief1983

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Re: X-wing s-foils animation idea
When they took off from the Yavin base, they had to have the S-Foils closed for storage.  Atmospheric departure/entrance might also require closed S-Foils.  Perhaps they just left them that way until they were close to the battle.  Might also increase your field of view when they are closed to help with formation flying.  I could probably come up with any number of non-combat reasons why the S-Foils were closed.  There's probably as many combat ones but neither one can be proven.    I just don't want the reason for them to seem forced, it would have to serve some decent purpose.
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Offline Galemp

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Re: X-wing s-foils animation idea
Rule of cool.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Dragon

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Re: X-wing s-foils animation idea
Quote
I would suggest that, if you can work this into a LUA script instead of SEXPs, it will definitely get used.

I don't know how to make LUA scripts ,but i can make tables or work on POF.
I think SEXPs are enough just because they are working fine and can be put in a template mission ,but if you want LUA script there may be a compatibility problem because I'm using INF build and I don't know if it's scripting compatible or not.

I can also try to make complete B-wing s-foil system ,but i don't have model which can use this animation (IA B-wing has only moving pylons) so if i can get B-wing with model hierarchy set like that:

Cabin>Wing>Pylons

I think i can make its wing AND pylons rotate ,of course if it is possible.
I'm not a modeller so if somebody will tell me I'm wrong in my hierarchy idea I will not argue with him.
I can work on POF so if you want to send me your B-wing ,it can be just mesh with texture ,i can do everything that PCS2 can do. Also i think so the standard thruster glows cannot be used ,because they won't move with
s-foils. Glowpoints might solve the problem (i seen them moving with EA Omega habitat in TBP ,so i think they will also move with s-foils).
It's a code for pylons only ,if somebody wants to use it.

Code: [Select]
$Subsystem: Sfoil1,15,0
$animation: triggered
$type: Secondary_bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,90
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil2,15,0
$animation: triggered
$type: Secondary_bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,-90
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000

For this secondary set:
Code: [Select]
$Allowed SBanks: ( "Concussion Missile" "Discord Missile" "Proton Torpedo" "Adv Torpedo"
"intruder Rocket" "proton Bomb" "Phoenix" "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket"
 "Space Bomb" "Phoenix" "Ion Pulse" "Mag Pulse" "Nothing" ) ( "Nothing" )
$Allowed Dogfight SBanks: (  )
$Default SBanks: ( "Proton Torpedo" "Nothing" )
$SBank Capacity: ( 80 1 )

As for usefulness i think they may be closed for hyperspacing.
I made XWA style jump with SEXPs only ,can easily be linked with SEXP s-foils.
I hope you will find some use for this.

 

Offline chief1983

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Re: X-wing s-foils animation idea
Karajorma's recent Inferno test build is essentially an inferno nightly build with a few other features in it too, so it has the scripting.  It also has a multiplayer Inferno fix.  I'd give it a shot.
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redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Dragon

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Re: X-wing s-foils animation idea
I know about new inferno build ,so now i just need to learn scripting.
I still think the SEXP solution is much easier.
Also ,do you want to make Headhunter with moving wings (Revenge of the Sith) ?
Because i can try to set animation also for it.
Soon I will make a test mission where you can test wings ,along with hyperspacing and few other innovations.
It will include IA models.
I only don't know where to upload it ,i think FSMods will be good but it going to mean that mission ,along with minimod (few IA models and blasters) will be available for public. I don't know if you want this.

 

Offline chief1983

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Re: X-wing s-foils animation idea
Well technically, since you're working on it yourself you could do whatever you want with it.  If you want to transfer it privately you can upload to RapidShare, etc. and then PM me a link to it.
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redsniper:  Platonic hips?!
iamzack:  lays

 

Offline TopAce

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Re: X-wing s-foils animation idea
...Also ,do you want to make Headhunter with moving wings (Revenge of the Sith)?...

There's no Z-95 in Revenge of the Sith. The fighter that you saw in the Battle of Coruscant aren't Z-95s.
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Offline JGZinv

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Re: X-wing s-foils animation idea
If I may interject... www.filedropper.com is easier than say rapidshare and does the same thing.
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Offline Herra Tohtori

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Re: X-wing s-foils animation idea
I see your filedropper and raise you mediafire.

The more the merrier anyway as far as good file sharing sites are concerned... with mediafire you can use download accelerators and there are no waiting times or retarded captchas that are night impossible for humans to interpret (anyone remember tha cats and dogs of RapidShare??), and it generally tends to work well for both upload and download, so... I can recommend it.

Aaand... I don't really have anything constructive to add to the topic aside from that. :warp:
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Offline chief1983

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Re: X-wing s-foils animation idea
Unfortunately I was aware of both of those options but could not recall their names at the moment, thanks for bringing them up.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Galemp

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Re: X-wing s-foils animation idea
I don't know how to make LUA scripts ,but i can make tables or work on POF.
I think SEXPs are enough just because they are working fine and can be put in a template mission ,but if you want LUA script there may be a compatibility problem because I'm using INF build and I don't know if it's scripting compatible or not.

The problem with the code you posted is that it only works for Alpha 1. If this is to be a game 'feature' we would want it turned on, all the time, for all players.
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Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...