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-   -   Aft torpedoes (someone want to try something out?) (http://forums.filefront.com/st-a2-modding-mapping-editing/305042-aft-torpedoes-someone-want-try-something-out.html)

Adam_Atlantian March 11th, 2007 09:14 PM

Well.....I named it before he changed his name.....But i suppose i could change it. Maye i'll make it a hero ship.

It looks cool and I've been trying to make it work since I added the Veendeni cause they fire to the sides instead of the front. Now I can alter the odf's and get what I want.

It's a great Idea! That's why I named a P Fed Battleship Joelteon 7

Majestic-MSFC March 11th, 2007 09:57 PM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Adam_Atlantian (Post 3578546)
It's a great Idea! That's why I named a P Fed Battleship Joelteon 7

Indeed it is. But Adam you forgot the "The". The "the" adds class does it Joel? :lol: :D

The Joelteon7 March 12th, 2007 01:31 AM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Adam_Atlantian (Post 3578546)
It looks cool and I've been trying to make it work since I added the Veendeni cause they fire to the sides instead of the front. Now I can alter the odf's and get what I want.

It's a great Idea! That's why I named a P Fed Battleship Joelteon 7

I am certainly honoured by this, thank you :)

Quote:

Originally Posted by Majest (Post 3578565)
Indeed it is. But Adam you forgot the "The". The "the" adds class does it Joel? :lol: :D

Damn right it does :P I've forgotten if it's from Futurama or The Simpsons, but it does sound like something that Bender would say.

AdmarilRyan March 12th, 2007 10:54 AM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Majest (Post 3578074)
Multi-targeting weapons have been out for years since the Armada 1 days and they have work fairly well, its just a simple addition of a line or two of code to the weapon odf file.


Yes but they fire from the same hardpoint, I mean ships that fire its weapons from all its torpedo bays and phaser banks to wards enemys all around them.

Majestic-MSFC March 12th, 2007 09:28 PM

Re: Aft torpedoes (someone want to try something out?)
 
Ah I am following you now.

Why don't you try having several weapon entries in the odf file with different hardpoints assigned to them, in theory it should work.

Cpt.BenSisko March 12th, 2007 10:13 PM

Re: Aft torpedoes (someone want to try something out?)
 
Okay...so..basic breakdown....you've gotten rear facing hardpoints...you did this by creating a child-joint of the hardpoint you want to face rear correct? like say i have hp32 as a rear facing torpedo tube..i create a child hardpoint to that..and let it face aftward? and then create my torpedo odf so that it only fires within a certain arc..and then use seektime to keep it from going straight to the target?

AdmarilRyan March 13th, 2007 08:42 AM

Re: Aft torpedoes (someone want to try something out?)
 
I think that is alright but they leave seek time as it is, and have the omega turn less so that the torpedo does go in a fairly straight course for the target so that it fires out the rear towards ships behind it, rather than firing and then looping round the ship towards something in front of the ship.

Adam_Atlantian March 13th, 2007 08:22 PM

Re: Aft torpedoes (someone want to try something out?)
 
No You have to increase the Seek time so the torpedo won't zip around the ship to the enemy and set the Omega turn to 0 so it wont fly in a cricle waiting for the seek time to run out.

There is some sort of grace area. The torped doesn't have to be perfectly aligned with the enemy as loing as it is fairly close to faceing the target it will fire at them and hit.

Ragnar July 17th, 2007 04:33 AM

Well, reviving this old thread lol.

How do you specify the arc 'angle' for which the weapon is restricted to?

I know there is the restrictFireArc thing, but it usuallys says something like 1 or 1.3

The Joelteon7 July 17th, 2007 05:10 AM

Well, from what I know about the modelling side of it, you need to rotate your hardpoints so they're already facing one direction. That's part 1. The second part is to make sure in your weapon odf's you have to have

restrictFireArc = 1 (1 = yes)
fireArc = number

The number will be an angle, so say if it was 90, it would fire 45 degrees to the left and to the right of the point.


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