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Flack Gunship

  1. #1
    I am a sun God Ammon Ra's Avatar
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    Flack Gunship

    Personally i think that the standard corvette isn't that good against fighters. so i addef the flack burst to it.

    giving the vette the flack frigate's weapon would make the frigate useless. so i created my own weapon

    StartWeaponConfig(NewWeaponType,"Fixed","SphereBurst","ArtilleryBurst","Normal",0,0,60,2,0,0,10,0,0,0,0,0,0,0,0,0,0.1,"Normal",1,0,0)
    AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15,20,"")
    setPenetration(NewWeaponType,5,1,{
    unarmoured = 0.9,
    },{
    lightarmour = 0.6,
    },{
    mediumarmour = 0.4,
    },{
    heavyarmour = 0.2,
    },{
    PlanetKillerArmour = 0,
    })
    15 and 20 are the up and lower damage limits as far as i'v seen. it is calibrated so that it will do much damage to unarmoured ships, figters, but little to no damage to other ships,

    the weapon of the corvette is the following:
    StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","Kinetic_Small","Normal",1500,1200,0,0,0,0,1,1,1,3,0,0,1,0,60,60,0.1,"Normal",1,0,0)
    AddWeaponResult(NewWeaponType,"Hit","SpawnWeaponFire","Target",0,0,"hgn_vetteflackburst")
    AddWeaponResult(NewWeaponType,"Miss","SpawnWeaponFire","Target",0,0,"hgn_vetteflackburst")

    setPenetration(NewWeaponType,5,1,{
    PlanetKillerArmour = 0,
    },{
    ResArmour = 0.8,
    })
    setAccuracy(NewWeaponType,1,{
    Fighter = 0.12,
    },{
    Corvette = 0.13,
    },{
    munition = 0.2,
    },{
    Frigate = 0.8,
    damage = 1,
    },{
    SmallCapitalShip = 0.6,
    damage = 1,
    },{
    BigCapitalShip = 0.6,
    damage = 1,
    },{
    ResourceLarge = 0.6,
    damage = 1,
    })
    setAngles(NewWeaponType,0,-180,180,-10,60)
    setMiscValues(NewWeaponType,1.5,0.5)
    addAnimTurretSound(NewWeaponType,"Data:Sound/SFX/ETG/SPECIAL/SPECIAL_ABILITIES_TURRET_ON")
    the italic type are the two lines that i added to the weapon's file. the bold type is the smaller flack explosions.

    also, on a seperate note, i figured out what the range and speed of bullets. i.e. "..."Normal",0,4000,..." the first is the speed of the bullet or ion beam, and the second is the range. this is taken from the ion cannon frigate's weapon. it's range is 4km, while the range of the platform's ions are : "..."Normal",0,6000,..." 6km.

    the rest of the numbers are most likly weapon life times, aminations ect.

    Returning to the upper and lower limit of damage for each weapon, i'm wondering if one can make them negative so that instead of damaging the ship it heals the ship...Hrm...
    now that would be interesting.
    Last edited by Ammon Ra; 4th Oct 03 at 6:11 PM.
    *mildly disgusted with negative price discrimination*

  2. #2
    I am a sun God Ammon Ra's Avatar
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    Hrm, the inty has the same weapon as the corvette, so the inty had the same flack explosion as the corvette, so i had to create a seperate weapon (bullet) for the corvette to avoid this: "hgn_corvetteflack"

    now to test it

  3. #3
    ammon, I posted the variable names for the weapon config somewhere else, here they are again to stop you having to guess:

    - Weapon Name
    - weaponType - gimble or fixed or animatedturret
    - weaponFireType - type of projectile used
    - weaponFireName - the name of the weapon fire script which specifies effects details
    - activation - used for trickery with special attacks and upgrades, see the torp frigate if you want to make your head hurt
    - weaponFireSpeed
    - weaponFireRange
    - weaponFireRadius - only used for spherburst iirc
    - weaponFireLifetime
    - weaponFireMisc1 - for beam weapons this is the anticipation time (the time from firing till the beam appears)
    - weaponFireAxis - for missiles only, 0 is forward, 1 is left, 2 is up, this is the ejection direction for the missile
    - maxEffectsSpawned
    - UseVelocityPred
    - CheckLineOfFire - does the weapon check for friendlies in the way before firing
    - fireTime - time between shots
    - burstFireTime - time for a burst
    - burstWaitTime - time between bursts
    - shootAtSecondaries - if the weapon can't shoot the main target can it try to shoot secondary targets (from a drag attack)
    - shootAtSurroundings - if the weapon can't shoot any of the given targets can it scan for nearby enemies? this is really slow.
    - maxAzimuthSpeed - tracking speed
    - maxDeclinationSpeed - tracking speed
    - speedMultiplierWhenPointingAtTarget - when the weapon is over the target ship it's speed is modified by this, use < 1 to make beams sweep slowly over the target
    - weaponShieldPenetration - yeah, old stuff, prolly still works
    - track targets outside range
    - wait till code red state - animation hookup, with this set the weapon can't fire until the code red animation finishes (see vgr missile frigate)
    - instant hit threshold - below this health the beam will go through the target ship

  4. #4
    I am a sun God Ammon Ra's Avatar
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    yeah thanks, just saw it thanks.
    Last edited by Ammon Ra; 30th Sep 03 at 8:58 AM.

  5. #5
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    Hmm,
    Mecha, is it possible for us to add NEW weapon types?
    Just like we will be able to add new ships?

  6. #6
    I am a sun God Ammon Ra's Avatar
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    why would you want to? weapons are either turrets, fixed, i.e. ms gun points, or erm..gimble

    Ok, i have finalised my flack corvette, and it's only 4kb, but i need some1 to host it...?? i'm not sure if i can host a zip via geocities...

    nope, i can upload it, but you can't d/l it.

    www.geocities.com/ski_ammonra/flack_corvette.zip

    here's the link if you can d/l it.
    Last edited by Ammon Ra; 30th Sep 03 at 9:32 AM.

  7. #7
    Nelno
    Guest
    Actually you can download it. Just copy and past the URL to your address bar and put a space after it.

  8. #8
    w00d
    Guest
    here it is Ammon

    http://clientes.netvisao.pt/dgasparm...k_corvette.zip

    i dint have time to test it, but if u can make a post in here to put it i think most of the users will like it.


    w00d.pt

  9. #9
    the zip file is corrupt

  10. #10
    airguitargiles
    Guest
    where do you put the file

  11. Homeworld Senior Member  #11
    - instant hit threshold - below this health the beam will go through the target ship
    ooh!

  12. #12
    w00d
    Guest
    sorry, i had use dos ftp client, now its ok


    w00d.pt

  13. #13
    Thought
    Guest
    Updated Wiki for this function.

    http://hw2.tproc.org/wiki/FunctionStartWeaponConfig

  14. #14
    I am a sun God Ammon Ra's Avatar
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    wiki=page where all shup/lua functions are posted? right?

    good

    great, so you can d/l it. now to play around with the weapon's script file...not the weapon file, the weapon script in the script sub directory.

  15. #15
    I am a sun God Ammon Ra's Avatar
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    but before i do that, i'm gonna try to make the flack burst an upgrade!!! cross ye finger as i test this
    < :dyn: ??

  16. #16
    Maximus1001
    Guest
    great mod, I didn't like the guns on the original corvette either, never hit anything, and flak guns are super cool, glad hw2 added that feature.

    for those of you having problems getting this to work, the zip has all the correct files, however the weapon folder is mistakenly named weapons, so when you extract it into your hw2 directory it makes a new folder called "weapons" and puts the new corvette flak weapons in there instead of the correct "weapon" folder so you just need to move them over after excrating the zip and the mod will work fine.

  17. #17
    I am a sun God Ammon Ra's Avatar
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    erm...yes, i just noticed that myself
    http://www.geocities.com/ski_ammonra..._gunshipv1.zip

    there, that should be the corrected version, same as original, just corrected the file path :dolt: silly me

    edit:

    ok i know how upgrades work. i.e. the torpedoe frigate has three weapon lines. one is for the initial torpedo, the second is for the clustar torpedoe, and the third line is for the upgrade.
    StartShipWeaponConfig(NewShipType,"hgn_vulcankineticturret","Weapon_TurretTop","Fire_Top")
    StartShipWeaponConfig(NewShipType,"hgn_vulcankineticturret","Weapon_TurretBottom","Fire_Bottom")
    StartShipWeaponConfig(NewShipType,"hgn_corvetteflack","Weapon_TurretTop","Fire_Top")
    StartShipWeaponConfig(NewShipType,"hgn_corvetteflack","Weapon_TurretBottom","Fire_Bottom")

    yes i also added "special attack" to the weapons that are suposed to be the upgraded weapons.

    StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","Kinetic_Small","Special Attack",1500,1200,0,0,0,0,1,1,1,3,0,0,1,0,60,60,0.1,"Normal",1,0,0)
    and the "normal" firing weapon
    StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","Kinetic_Small","Normal Only",1500,1200,0,0,0,0,1,1,1,3,0,0,1,0,60,60,0.1,"Normal",1,0,0)
    is also ok. now i try adding a research button to research the weapon upgrade, but it doesn't work. or is it impossible atm to add research??

    it all works very well, no problems and all, but i just cant get that upgrade...
    Last edited by Ammon Ra; 1st Oct 03 at 8:34 AM.

  18. #18
    Sandalpocalypse
    Guest
    [quoteok i know how upgrades work. i.e. the torpedoe frigate has three weapon lines. one is for the initial torpedo, the second is for the clustar torpedoe, and the third line is for the upgrade.[/quote]
    AFAIK, actually, there's a weapon line for the normal cluster torpedo which fires on everything, and when you upgrade, it uses the other two weapons INSTEAD. One of those is the cluster torp which fires at strikecraft, the other is the improved torp.

    for the research:

    simple way is to copy the Torpedo Frigate's research entry, and paste it in somewhere in the research file. Then change the name and such so you don't get confused, and the display priority to something random. Next you want to change the TargetName to "whichevership". Then the ship will use special attacks.

  19. #19
    I am a sun God Ammon Ra's Avatar
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    yeah, i solved it thanks

    expect an update very soon.

    now i only have the problem of how expensive to make the upgrade

  20. #20
    I am a sun God Ammon Ra's Avatar
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    http://www.geocities.com/ski_ammonra..._gunshipv2.zip

    updated
    the flack weapons are now upgradeable to the flack guns.
    extract to "C:/.../homeworld2"
    and add the line "-overridebigfile" to your hw2 shortcut. and enjoy

    if there are any bugs report them here.

    -Ra

  21. #21
    I am a sun God Ammon Ra's Avatar
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    update: Version 3
    changes:
    -i created a nice explosion. it's nothing big, but it's the first custom effects afaik. have fun.

    Notes: also the upgrade to get the flack cannon is requires adv research and corvette productions. the upgrade is called "$7915" and i dont know why, but it is there

    http://www.geocities.com/ski_ammonra..._gunshipv3.zip

    again if any problems occur post them here.
    Last edited by Ammon Ra; 1st Oct 03 at 12:47 PM.

  22. #22
    SajuukCor
    Guest
    Is it just me, or is v3 an empty zip file :dolt:

  23. #23
    I am a sun God Ammon Ra's Avatar
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    edit: yes sorry, my fauly

    file has been properly uploaded. yes i'm sure

  24. #24
    Just tried v3. No new items were added to Research, Gunships were not more effective against fighters. I was playing in skirmish and I did build the Advanced Research module. I unzipped the files into the data dir, did I do anything wrong?

  25. #25
    I am a sun God Ammon Ra's Avatar
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    nope.
    me again...*sigh* is it me or do i suck at mods???

    ok this time it should be all fixed, should be. i forgot to add the research, but it is now added, with a nice text ala hw2 ships.

    doing final testing and then i release afaik final
    only thing i could see that could need editing is the flack weapon damage...

    okay, now i am sure i added everything to it...positive.

    http://www.geocities.com/ski_ammonra...3_prefinal.zip

    copy past the above link to a new explorer windoe and it should start to download.
    Last edited by Ammon Ra; 2nd Oct 03 at 9:21 AM.

  26. #26
    This version caused a crash to desktop. It's got something to do with the build and research files you added. I tried adding just those files to the files from the previous v3 mod and it crashed too. Please keep trying, I want to play with this. Does it work in SP too?

  27. #27
    I am a sun God Ammon Ra's Avatar
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    crashes?? Bleh...sure.

    Erm, first try to extract the new contents into your data dir. i'm not sure i'ts "compatible" with the v3 file.

    try that first, and i'll see what ican do

  28. #28
    I am a sun God Ammon Ra's Avatar
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    okay, i figured out why. i added a ship in progress to the build.lua file. and since i didn't include it it crashes. ok, expect an update within 10 min.

  29. #29
    I am a sun God Ammon Ra's Avatar
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    click the link, wait for the google " no you can't d/l this" copy the link, and paste it into a new window.

    Enjoy i'm currently working on two modifications for the hiigarans. i i have enough time i'll also tweak the Vaygr.

    ok, 20 minuits

  30. #30
    Now it's working! I can even use it in SP. Good job, thanks!

  31. #31
    I am a sun God Ammon Ra's Avatar
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    You're wlcome

    pulse frigate is coming soon, And an improved torpedoe frigate. it's even better at taking out corvettes, and even deadlier against frigats.

    i'll even try to add a dedicated anti munition ship...or i could add a ship that ONLY destroyes torpedoes but not munition

  32. #32
    I am a sun God Ammon Ra's Avatar
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    ya know, i could make the upgrade so that the vette doesn't have flack, but that it's bullets go faster, and the turret moves more faster, thereby making it more usefull against fast moving ships...

    Hrm, actually i think i'll try that out

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