Restrict fire arc and damage threshold questions -1 reply

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loki_999

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17th February 2005

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#1 11 years ago

Trying to make a photon torpedo that: a) Fires in a straight line for a few seconds and then 'locks on' b) Damages crew quite badly even when shields are up.

With regards to (a) i thought restrictFireArc and fireArc would do the trick but this only seems to work with pulse weapons. I tried setting the omegaTurn rate as well high, but this wont affect the direction the weapon comes out of the hardpoint........ any way to lock this?

As for (b) ive tried setting the damage threshold really low and the multiplier quite high but they just dont damage the crew.... what is going on?

Help?




AdmarilRyan

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16th May 2005

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#2 11 years ago

B) requires the torpedo to still do a fair bit of damage in general before the crew is hit.

A) Well the game does this in reverse normally, the torpedo locks on straight away, tracks for a bit and then goes fall speed for whee the target was. You can make so it keeps tracking for ages and ensures that it hits the target, but to delay it before hand....I am unsure it can be done. I thought that the firearc would work although it would depend on how the model was made, if it is a non-stock model exported through ms3d the hardpoints have no direction and so the firearc wouldn't work. Maybe that is your problem.




Elrond1982

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#3 11 years ago

To the best of my knowledge the omegaTurn line controls how much the torpedo turns before locking onto a target. And the seekTime determines how long it takes before the torpedo turns toward the target. Set seekTime to 3.0 and see what happens. This omegaTurn and seekTime is placed in the torpedo's ordnance file (example: ftphotono.odf with the main torpedo being ftphot.odf).

This should accomplish #1.

For #2, if you want the crew of a ship severely compromised, then the ship that you are firing at must not have shieldProtection=1 as that will give a ship full protection while the shields are up.

For your torpedo, you may have to do the following: Make this value: shieldCrewModifier higher, like instead of 0.2 make it something like 1.0 or 5.0 and see what happens. hullCrewModifier is reserved for when a ship's shields are down. If you want to raise that you can, but the more you raise these values the more crew will be lost.

When first working with either one of those, you might notice that one shot kills all the crew on the ship LoL. Modify this value to the point where not all the crew die, but have it high enough that you can match your needs. Realize that using this technique means that Borg Cubes or otherwise ships with a lot of crew will lose TONS of crew. Say the ship loses 15% of its crew on one shot. This may result in 15 crew lost on a small destroyer. But on a Borg Cube or something, that result may be around 120 to 150!




loki_999

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17th February 2005

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#4 11 years ago

Thanks for the feedback guys.

Regarding damage ive played around with the values quite a bit and had no success. However, thanks for the tip off about shield protection = 1. Thats the problem. When i was testing i was going up against a cardassian drednaught to ensure that i didnt destroy the ship too quickly... looks like this backfired then. I can do ingoreshields on the weapon but that isnt the point, i want to damage the crew even when shields are up. Guess i have to live with the restriction for certain ships.

As for the other point about restricted fire arc, i think then the problem is the hardpoints do not have an orientation thus the restriction does not apply. (non-stock model).

Anyone give a quick pointer on setting hardpoint direction in milkshape so i can export..... or does the exporter not export hardpoints as directional?

Interestingly enough i found an article about rotating hardpoints where it suggests creating an extra hardpoint off the one you want to rotate and move it around. Tried this though and still the weapon fired in any direction it wanted.... additionally the model after being exported seemed to loose most of its textures although i presume this is something to do with the model not being able to locate its textures and is a separate issue.




AdmarilRyan

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#5 11 years ago

That tut is a load of rubbish, you can't rotate hardpoints in ms3d (which is what it sounds like you are using.) Adding that extra hardpoint actually totally messes up the model hardpoint heriarchy so you are likely gunna end up wih errors.

Did the model loose its textures (turn white) or become invisible in places. (which is easily mistaken for missing textures.) If it is the second, then it is quite possibally to do with the hardpoint thing.




Datarock VIP Member

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#6 11 years ago
AdmarilRyan;3525136That tut is a load of rubbish, you can't rotate hardpoints in ms3d

Yes you can. I managed to rotate them using the way mentioned above. Thats how i get certain emitters to fly the way i wanted them too. I think Armada 2 completely ignores the hardpoint that is used to rotate the other hardpoint.




AdmarilRyan

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#7 11 years ago

I tried the tut that did that before and it never worked then.




F/\}{I´3$

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#8 11 years ago

oh yes it IS possible to rotate hardpoints with other hardpoints and to export the model with success.

If you are able to import the model then try a tutorial which tells you how to rotate the hardpoints.

I dont think that there is an other possibillity to give the torpedos a direction




AdmarilRyan

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#9 11 years ago

This is really odd, I was never able to get that to work properly in the past, maybe it was cause I was using Ms3d 1.5.2 at the time, or something. I spent months with the problem of unrotatable joints for sprite modding, I'll have to try this out. This just proves you can mod a game for a long time and it can still surprise you.




pepperman

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5th February 2004

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#10 11 years ago

Adding h_null01 to a hp will work without messing up the heirarchy




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