Originally posted by Red_Raven
ok, i'm not so new that i'm asking about unlocking the beam weapons, but i'm sure this is an easy problem in your books.
i'm working on a campain for myself (maybe i'll release it, if it's any good when done), and the first few missions call for some deep space proximity mines. easy enough to rig; set special explosion, rig sexp for distance, or even kamikaze works sometimes. anyways, the first mission only had seven of the things. that's seven detonation sexp's, and then four more for when they come in (one alone, then in pairs).
the problem comes from the second mission. you're smack dab in the middle of this minefield, and you've got a scientific convoy to protect. well, i would have just sucked it up and done it all by hand, but FRED2 complained that it ran out of storage space after i think it was ten mines. told me to check the variables, and i did. wowsers, that was a lot of variables.
normally, i would have just set the objects to arrive in waves, from what i can tell, you can only do that to wings. well, you can't assign cargo units to wings. and creating a dummy object (small frieghter) to come in (invisible to sensors) 2000m away from anything, drop it and jump out, but everyone sees it and starts attacking it.
anyways, i've gotten nowhere on this. is there anyway to dynamically create these mines without overloading anything? or is it just not going to happen, and i should scrap the project? please let me know. and don't hurt me.
there was a campaign in fs1 called cardinal spear (nice one as well) well anyway if am not mistaken there were prox mines in it using the countermeasures as the model:D. i think i still got it's weapon table here you go.
$Name: @Mine
+Title: GTM-02 Proimity Mine
+Description:
Standard Issue
Fire and Forget
$end_multi_text
+Tech Description:
GTM-02 Proximity Mine
Proximity mines have been used throught all warfare in all of history, the Terran Vasudan war is no exception. The Mine is rear fired from the launching vessel and is proximity detonated to any vessel within 10 meters of it. The main weakness of proximity mines is that they they can be shot down by an enemy, however the mines do have minor IFF capacity and do not detonate when only a friendly ship is near, however some Vasudan pilots have used mines to their advantage by flying close in a dogfight to detonate them and afterburn away from the explosion and the result is the mine laying vessel being annihilated. Mines are effective in many tactical situations including blockades, defense, and for cover in torpedo runs.
$end_multi_text
$Model File: cmeasure01.pof
$Mass: 800.0
$Velocity: 0.0
$Fire Wait: 0.50
$Damage: 100 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 40.0 ;; radius at which damage is full
$Outer Radius: 100.0 ;; max radius for attenuated damage
$Shockwave Speed: 10.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 600.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 2.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 99 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 5.0 ;; number of missiles/sec that are rearmed
$Flags: ( "bomb" "in tech database" "huge" "player allowed") ;;
$Trail: NO ;; Trail cannot be set if Exhaust is set
$Anim: LoadMissile01
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
this is basically it just copy-paste it into ya weapons table and edit the ship table so ships can carry it or just make it another class so that it can be created in fred and set(
please note that this is from fs1 so the entry above my be missing stuff that are in fs2, so you can fly over to freespace watch and find out how to edit the tableshope that helped. of course there's one more, just a sexp you can use. just make it so when anything is within a certian range to the object it explodes.