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Ammon Ra
29th Sep 03, 10:12 AM
first: perpetually spawning missiles (:flamer:)

Add
NewShipType.clusterDistance=100
NewShipType.numberSubMunitions=2
NewShipType.subMunitionName="Hgn_ClusterTorpedob"
NewShipType.clusterAngle=90

to hgn_clustertorpedob so that each smaller missile constantly spawns. ***WARNING*** dont put the clustar distance too high otyherwise your game will literaly block. i'm serious :D happened to me a few minuits ago. ;)

Second: The emp weapon.

there are two "emp weapons" the emp bullet and the explosion.

the "hgn_smallemp" and "hgn_smallempburst"

now i'll be trying to create a weapon file, but for now you can make any weapon file create an emp burst.

i.e. hgn_kineticautogun (inty weapon)


StartWeaponConfig(NewWeaponType,"Gimble","Bullet","Kinetic_Rapid","Normal",2200,1600,0,0,0,0,1,1,0,0.6,1.3,0.8,0,0,0,0,0.1,"Normal",0,0,0)
AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",37,37,"")
AddWeaponResult(NewWeaponType,"Hit","SpawnWeaponFire","Target",0,0,"Hgn_SmallEMPBurst")
AddWeaponResult(NewWeaponType,"Miss","SpawnWeaponFire","Target",0,0,"Hgn_SmallEMPBurst")
setPenetration(NewWeaponType,5,1,{
MediumArmour = 0.7,
},{
PlanetKillerArmour = 0,
},{
SubSystemArmour = 3,
},{
ResArmour = 0.6,
})
setAccuracy(NewWeaponType,1,{
Fighter = 0.13,
},{
Corvette = 0.3,
},{
munition = 0.2,
},{
Frigate = 0.6,
damage = 1,
},{
SmallCapitalShip = 0.6,
damage = 1,
},{
BigCapitalShip = 0.6,
damage = 1,
},{
ResourceLarge = 0.6,
damage = 1,
})
setAngles(NewWeaponType,25,0,0,0,0)

add the bold type to any weapon file and watch as your enemy gets paralyzed :D.

more will come as i figure it out. ;)

Thought
29th Sep 03, 10:15 AM
Sarjuuk could use that EMP, for use on fighters, lol.

Ammon Ra
29th Sep 03, 10:36 AM
damn :( :[

adding the emp does result in an emp burst, but the weapon doesn't do any damage, or rarly does :(

i assume it's because the bullet/missile/ion beam i put the emp before the actual damage, but i'm not sure :(

edit: okay, maybe tat's why.

apparently the weapon "destroyes itself" before it hits the target.

..."target",37,37,""...

the above is from the inty's weapon. in the emp weapon spawn line both numbers are set to "0".

now looking at the flack explosion the lne contains ..."target",100,100,""... so i assume that the two variables are the damage stats for that specific weapon? that should be right as the emp burst explosion has ...,0,0... as numbers.

edit: Yay!!!!! i think i found the variable that gives the weapon area damage...need to check this though, but in the flack weapon and in the missile corvette missile burst weapon have this quote: "SphereBurst"

i assume it's are damage and will follow up on it .

Sandalpocalypse
29th Sep 03, 10:38 AM
I would add a Push effect too, for kicks.

Ammon Ra
29th Sep 03, 10:52 AM
found something else :)

weapons can either be
"gimble"
or fixed" or
"animatedturret"gimble is usually turrets, and fixed are explosions i.e. emp burst, and flack explosions.

next comeanother quated word. possible variables are :
"instanthit"
"bullet"
"missile"
"sphereburst"
then after that comes a more detailed explanaition of what it is. not sure though... but i am sure that sphereburst is an area explosion. :)

Ammon Ra
29th Sep 03, 11:32 AM
Very interesting. ion cannon+emp burst = empion cannon with 16 emps per second! :D

Screenie!!!
http://www.geocities.com/ski_ammonra/ss00033.txt

yes that is a destroyer that's being taken down by an ion frig :D

yes, that is excessive, but it was just to test it. bullet weapons i.e. standard vette, destroyer, and bc i assume, their kinetic (not burst) weapons wouldn't do as much damage as they normally do.

Ammon Ra
30th Sep 03, 2:38 AM
not interested in emp ions i guess :D