Author Topic: Equipping Armor and Engines  (Read 6163 times)

0 Members and 1 Guest are viewing this topic.

Offline Riptide

  • 24
Equipping Armor and Engines
Hey guys, I had a bit of a technical question in regards to customizing Freespace and I figured this forum would be the best to post in.
I was wondering if it is possible to allow a player to select armor and engines in addition to being able to select weapons.
I thought of a way to 'fake' it by making multiple ship tables like myrmidonA, myrmidonB, that would have different values associated with them; however, I was wondering if there's any way to incorporate this into the GUI in the game. For instance, if you equip a certain type of armor, it reduces damage from beams but makes you slightly more vulnerable to flak (just an example). I know I'd have to make a custom weapon and damage type table, but I figured I'd ask if this would be possible.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Equipping Armor and Engines
Yup. Mods like WoD and Ashen Wings (among others, did Antagonist too ?) made heavy use of the armor.tbl table that does just that, enabling different types of weapons to do different damage on different hulls. I direct you to this wiki page for more info, or just take a look at what's been done in released mods. Basically, you put a specific damage type on your weapons (through weapons.tbl) and a specific hull type on your ship (through ships.tbl or via SEXPs in-mission), and list what does what damage on what in armor.tbl.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Equipping Armor and Engines
For the selection, you might not need to use duplicate ships if you use the equipment/tertiary weapon slot.
(´・ω・`)
=============================================================

 

Offline Riptide

  • 24
Re: Equipping Armor and Engines
Hmm, this equipment slot is exactly what I was looking for. Can you elaborate a bit on it? Sorry, big time noob when it comes to this. Is it something that is usable in the stock FS2 open GUI?

 

Offline z64555

  • 210
  • Self-proclaimed controls expert
    • Steam
Re: Equipping Armor and Engines
FYI, The armor.tbl wiki page has been updated to the latest version, as well as updated the format for ease of use.

Also, this is the first time I've heard of the equipment/tertiary weapon slot?
Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Equipping Armor and Engines
id kinda also like to be able to equip turrets. and i bet all this is possible with a little scripting to tweak the loadout screen. big problem is the lack of a ui, i could cobble something together i suppose, but they were planning on some kind of scriptable ui system and i shelfed any plans i had pending that feature.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline -Norbert-

  • 211
Re: Equipping Armor and Engines
FYI, The armor.tbl wiki page has been updated to the latest version, as well as updated the format for ease of use.

Also, this is the first time I've heard of the equipment/tertiary weapon slot?
I think Spoon showed something like that in one of his WoD2 preview vidoes. There he put some special, externally docked equipment into free weapon slots:
http://www.hard-light.net/forums/index.php?topic=74794.msg1527311#msg1527311

If I remember correctly there is also a video of an externally docked "after-burner booster", that is put into a missile slot flying around somewhere, but I can't seem to find it (I'm also not sure if it was also from WoD or somewhere else).

 

Offline Legate Damar

  • Keeping up with the Cardassians
  • 29
  • Hail Cardassia!
Re: Equipping Armor and Engines
DE had a thing like that

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Equipping Armor and Engines
Hmm, this equipment slot is exactly what I was looking for. Can you elaborate a bit on it? Sorry, big time noob when it comes to this. Is it something that is usable in the stock FS2 open GUI?
Basically, what we call "equipment slot" is a workaround where we use primary or secondary slots to put dummy "equipment" weapons just as any other weapon in the loadout screen, which can then be detected by sexps or scripts in order to trigger the effect of the equipment.

Since you can restrict which weapons is allowed in which slot on a per-ship, per-slot and per-weapon basis from ships.tbl, you can make "equipment"-only slots for this purpose.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Equipping Armor and Engines
ive used that technique in the past. crude but effective.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Equipping Armor and Engines
The only problem with them is that equipment slots count towards either missile or gun bank limit. TBH, I wouldn't be against bumping those limits, but I'm afraid that it'd be quite an undertaking.

 
Re: Equipping Armor and Engines
It was my understanding that simply bumping these limits would break multi.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Equipping Armor and Engines
That's why I said it'd be quite an undertaking. In FSO, bumping a limit is rarely simple. You need to ensure things like multi, interface and pilot code all work without any problems with the new limit. The new pilot code might take care of the latter, Swifty's HUD can handle a part of interface problems (there's still loadout and FRED interface to edit), but multi might be very hard to fix. Diaspora is looking into improving multiplayer though, so maybe something will change in that regard.

 

Offline z64555

  • 210
  • Self-proclaimed controls expert
    • Steam
Re: Equipping Armor and Engines
I don't quite see what's wrong with just making a dedicated equipment slot... the equipment itself doesn't have to do anything in the game, that could be done with something like a script that's common to each and every mission in the mod/campaign.
Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Equipping Armor and Engines
*watches thread with keen interest*
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Equipping Armor and Engines
I don't quite see what's wrong with just making a dedicated equipment slot... the equipment itself doesn't have to do anything in the game, that could be done with something like a script that's common to each and every mission in the mod/campaign.
Making this work in multi could be even more difficult than bumping the bank limit. You're adding a new feature, as opposed to expanding an old one. This feature would also need new interface, HUD, pilot code (for carrying equipment through Red Alert missions), etc.

 

Offline z64555

  • 210
  • Self-proclaimed controls expert
    • Steam
Re: Equipping Armor and Engines
I don't quite see what's wrong with just making a dedicated equipment slot... the equipment itself doesn't have to do anything in the game, that could be done with something like a script that's common to each and every mission in the mod/campaign.
Making this work in multi could be even more difficult than bumping the bank limit. You're adding a new feature, as opposed to expanding an old one. This feature would also need new interface, HUD, pilot code (for carrying equipment through Red Alert missions), etc.

Antipodes 8 has got the pilot code covered. Dedicated code for a HUD interface is unneeded for the most part, as you can use custom gauges + scripting to achieve any effects you need to display, although for some things such as mid-mission equipment changes will need some tweaks to the HUD and scripting code.

A new Interface page will definitely needed, and should be configurable. There's been some work on modularizing the menu/interface system already, so hopefully we'll see some news of that soon.

Multiplayer is a topic in of itself, I don't know if what they have currently verifies all files used client side match the files server side... which is a common (?)  way of determining if somebody's trying to cheat, or if they're having a derp moment and forgot to take mod-stuff out of the folders while playing multi :P).

Unfortunately, checksums alone cannot tell which modifications are merely cosmetic (which may be allowable) or alter the performance of in-game assets (which should be illegal), unless it's known specific files/tables affect only cosmetic stuff.

Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Equipping Armor and Engines
Here, it's more of a matter of sending a new "item" over the net. Also, I don't think including too much scripting in the equipment system is such a good idea. It's not exactly the easiest nor the best optimized way of doing things. Things like HUD display for equipment should be implemented in engine.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Equipping Armor and Engines
If anything, the main problem will be the goddamn ship selection interface.
IIRC that was the reason a bunch of WoD requests got shot down and they(I'd say we since I'm on the team but I really had nothing to do with this xD) had to resort to using scripting/sexp-based systems...
SCP is...rather reluctant to work on the ship selection interface, short of a complete rewrite, which will be done "later" or something.
(´・ω・`)
=============================================================

 

Offline z64555

  • 210
  • Self-proclaimed controls expert
    • Steam
Re: Equipping Armor and Engines
Here, it's more of a matter of sending a new "item" over the net.

I don't see that big of a deal, during initialization of the game and/or when a player joins while the game is in-progress, the player's computer would send "I has dees items: blah1, blah2, blah3." If the multiplayer code is that bad where it has the player continously report what items it has, then yes, that would be a big deal. :P

Quote
Also, I don't think including too much scripting in the equipment system is such a good idea. It's not exactly the easiest nor the best optimized way of doing things.

Well the only other way I see making equipment work predicatbly and still be general enough to supply most/all posisble capabilities is to create an equipment.tbl or a ship_cards.tbl and go from there.

Quote
Things like HUD display for equipment should be implemented in engine.

...What? what's wrong with the hud.tbl system?

rather reluctant to work on the ship selection interface, short of a complete rewrite, which will be done "later" or something.

Honestly, there WAS some work done by two people on the interface. Valathil mostly, He was doing some work on a new menu interface system that provided LUA hooks for some things, but I think that was several months ago.
Secure the Source, Contain the Code, Protect the Project
chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.