hitChance and Pulse? -1 reply

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F/\}{I´3$

Illiterate? I'm FahreS

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24th March 2006

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#1 9 years ago

so im working on the XI Starbase and made a pulse weapon for it.

now i want that only a low percentage of its pulses hits the enemy when my starbase fires. i thought thats easy, i just have to change the hitChance to 0.4 ! but it didnt work, so i changed the hitChance to 0.00000001 (!!!) and still EVERY shot hits the enemy!!!! :mad::mad::mad:

what am i doing wrong? doenst it work, coz starbases never miss the enemy?




DarkEnergy

a basin of water

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12th April 2006

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#2 9 years ago

blind shot: did you have a look at the station.odf file or the .cfg ?




Jetfreak

The Real Awesome

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20th April 2007

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#3 9 years ago

if I can recall, shots miss if the target is moving. Try hitting a moving target and see the results.

0.4 is what i suggest for the hit chance and make the shotdelay 0.2, then sit back and enjoy the fireworks. Oh, and make sure there are lots of pulses too (add about 20).




F/\}{I´3$

Illiterate? I'm FahreS

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24th March 2006

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#4 9 years ago

DarkEnergy;4957602blind shot: did you have a look at the station.odf file or the .cfg ?[/QUOTE] ahem, no^^ but now, and i havent found anything :/

[QUOTE=Jetfreak;4957610]if I can recall, shots miss if the target is moving. Try hitting a moving target and see the results.

0.4 is what i suggest for the hit chance and make the shotdelay 0.2, then sit back and enjoy the fireworks. Oh, and make sure there are lots of pulses too (add about 20).

ive used those settings and fired on moving and warping targets - every shot hits :mad:

Now i did add the weapons to a ship and it works. so the station must be the problem.:uhm:




Terra_Inc

I'm not a bug. I'm a feature.

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3rd November 2008

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#5 9 years ago
F/\}{I´3$;4957600what am i doing wrong? doenst it work, coz starbases never miss the enemy?

It's probably hardcoded. But it's not only the starbases. It seems to happen to all the stations. They are not affected by hitChance. Try to attack them - not a single shot will miss. Try to attack WITH them - not a single shot will miss. Even a seperately defined "ship.odf" hitChance did not change the result.

Now i did add the weapons to a ship and it works. so the station must be the problem.

I did the same and had the same result. Try it with a turret - the same effect. :uhoh:




LineBoreal

Annoyingly Precise

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21st November 2008

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#6 9 years ago

There's another way which I find works. Make your starbases portable shipyards (like the 8472 mothership), making them use a physics file seems to make hitchances work. If you make the physics file a 'dud', one which doesn't actually work, it keeps the base stationary.




Guest

I didn't make it!

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#7 9 years ago

I've had the same problem so I will try to save some time and frustration for you. I tried one other method, which was to list a hit chance for each individual ship in the weapon ODF for the pulse phasers on the base. No effect. I have not yet tried this with torpedoes or beam weapons mounted in place of the pulse phasers, but I suspect it will be the same. For A2PP X I slowed the rate of fire for the starbase weapons to about half. The other thing I am thinking of doing is the same thing I have done for my BattleStar Pegasus weapons. Freyr suggested staggering the fire times by about a half second or more between weapons. Here, I'll show you what he meant."bsggaussrifle" //Time Delay between shots shotDelay = 4.0

"bsggaussrifle1" //Time Delay between shots shotDelay = 4.6

"bsggaussrifle2" //Time Delay between shots shotDelay = 5.2These are three separate files which all use the same "bsggausrifleo" file so the damage is the same but they stagger the firing times by 0.6 seconds. It adds some additional coding to the ODF file but not much. I have also given this pulse a very slow speed(shotSpeed = 415). Any slower and sometimes the pulse moves sideways to hit the target and that looks very odd. One other thing, if I may suggest, is rotating the weapon hardPoints to face 180 degrees away from the root and giving them a very restrictive firing arc. Here is an example of this from the same files.// Burst fire settings saveFire = 1 maxShots = 2 minimumShotInterval = 0.5f restrictFireArc = 1 fireArc = 0.75I did something similar on the TOS D-7 to get the weapons where they should be and allow the firing effects to come off the model in the correct places. I realize I may be preaching to the choir here, ;) because I am pretty sure you're more than aware of how to do these things. But it never hurts to have something like this posted somewhere for newer modders to reference.

All of the above may not keep all the weapons from firing at the same target, but it should at least slow it down where ships do not get blown away by the first shot.




rodglas

Model of a Modern MajorGeneral

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5th September 2006

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#8 9 years ago

Restricting fire arcs on a ship might make sense for those reasons but to do it to a starbase would be like building in a huge blindspot. The FireArc and restrictfirearc commands lock your weapon in from whatever can be considered the forward part of your ship or starbase (call it angle 0). So if you want your weapon to have a 90 degree arc it meant it will have a 45 degree sweep on either side of 0. That would leave the back half of the station undefended. Unfortunatly it appears to be impossible (hardcoded) to lock those same weapons aft, if you want to fire behind you they have to be the same weapons that fire in front of you (no firearc restriction). Rod My research http://forums.filefront.com/st-a2-modding-editing/369498-firearc-has-anyone-made-work.html Conclusions http://forums.filefront.com/st-a2-modding-editing/369498-firearc-has-anyone-made-work-2.html#post4437156




Guest

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#9 9 years ago
rodglas;4957705Restricting fire arcs on a ship might make sense for those reasons but to do it to a starbase would be like building in a huge blindspot. The FireArc and restrictfirearc commands lock your weapon in from whatever can be considered the forward part of your ship or starbase (call it angle 0). So if you want your weapon to have a 90 degree arc it meant it will have a 45 degree sweep on either side of 0. That would leave the back half of the station undefended. Unfortunately it appears to be impossible (hardcoded) to lock those same weapons aft, if you want to fire behind you they have to be the same weapons that fire in front of you

There are ships and models available here on A2 Files which fire into the aft arc because the weapon hardPoint has been rotated to face that direction. Your research is good but incomplete, since it did not include information on rotating the joint on the model before writing the ODF. All weapons have a 360 degree field of fire unless their fire arc is restricted. This is why the stock models sometime fire through themselves at a target from a hardPoint on the opposite side of the model. The suggestions I made were done so in order to get a Starbase to not fire an Alpha Strike at every target, since it currently seems impossible to get them to miss one they are firing at.

What I was suggesting was to have each weapon oriented to face 180 degrees away from the hp_sceneroot joint. This is what the game engine views as the point where the model exists. So there should be no blind spot for weapons hardPoints unless the ODF was written with a restrictFireArc command for a particular joint. Joint rotation in MS3D is something which Chiletrek showed me how to do a while back. I did it for the TOS D-7 and it worked. Once the hardPoint for the weapon was placed and named, I placed an additional joint which defined the centreline of the field of fire for that hardPoint. This was then saved as an MS3D file. I then reopened the file and deleted the additional joints. The weapon hardPoints retained the orientation I had given them and I then exported the file as an A2 SOD. This is why my TOS D-7 veers off to one side or the other after firing the disruptors which face forward along the direction of travel. The disruptors for mounted at the edges of the secondary hull face about 90 degrees to port and starboard relative to the centreline of the ship. They have a restricted firearc so they cannot fire at something directly ahead of the ship although they will fire at a target aft of the ship.

Thank you for giving me the opportunity to explain this further, Rodglas.




Tain_Enabran

For Cardassia!

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12th January 2008

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#10 9 years ago

If my mind is correct hitchance is also integrated in tricobalt torpedoes and it does the same as said previously. A moving target is required to miss. I know that to have tried my special tricobalt torpedo I gave up at the time.:sleep: