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Originally posted by Azratax2: **And by the way, ANY negative value works. Wonder if this means we can make weapons that split into two do so evenly? (subtheta 0, negative inaccuracy). **
Yes, I believe something like that is supported (or it may be that negative SubTheta values are the right way to go, I can't remember at the moment). At any rate, it should be possible to implement an "evenly spaced starburst" type of effect with submunitions using negative values in that manner.
I believe the negative Inaccuracy thing got put in because pipeline wanted to implement a missile weapon that would fire out of the sides of the ship while facing forward, then "light off" (via submunitions) and shoot ahead. At least that's what I'd use it for.
mcb
------------------ "If it's not on fire, it's a software problem."
Originally posted by mburch: **Yes, I believe something like that is supported (or it may be that negative SubTheta values are the right way to go, I can't remember at the moment). At any rate, it should be possible to implement an "evenly spaced starburst" type of effect with submunitions using negative values in that manner.
**
Wow! Thats almost exactly what I had in mind. about the only thing cooler would be if I could make it do it with Beam weapons. (mental image: Gall Force, Eternal Story the Guided beam weapons they fire off, exits the ship out the sides and top, then turns to attack the enemy)
If anyone figures out a way to modify the submunitions values to make it a weapon fire 2 shots to each side then home in on a target forward, let me know.
------------------ "Well, I've been thinking. How'd you like to steal $750 million worth of illegal equipment from a GENOM subsidiary and put it to a use that will benefit society?" Gryphon, Hopelessly Lost Vol. 4
(quote)Originally posted by mburch: **I believe the negative Inaccuracy thing got put in because pipeline wanted to implement a missile weapon that would fire out of the sides of the ship while facing forward, then "light off" (via submunitions) and shoot ahead. At least that's what I'd use it for.:)
Dave @ ATMOS **
Well I figured out what I was doing wrong anyway, it doesnt work on guided weapons, blast.
so is there anyway to get the same effect on a guided weapon? the effect I was looking for being that the weapon would launch in a particular direction and then hunt down a preselected target.
Originally posted by KagatoAC: **Well I figured out what I was doing wrong anyway, it doesnt work on guided weapons, blast.
Submunitions?
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Originally posted by Mazca: **Submunitions?
Yeah, thats the way I would do it. For some reason, a similar thing is actually in the stock scenario, though i am unsure of what it's intended effect is. Check out the nanites used by the krypt pods - they start off unguided with 180 inaccuracy then submun into the guided horrors we all know and love (er, mabey not love). -Az
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If you cheat and stick like 20 of nanite launchers on a ship, then fire, you get a really nice effect of twenty nanites spreading out around your ship then suddenly all diving for the target - it's very cool looking.
(edited to remove rampant overuse of the word "cool")
(This message has been edited by Mazca (edited 12-05-2003).)
Okay I got the Basic plan to work this way, 1 Torpedo is fired from each launcher as a unguided unit, then subs into an identical copy of itself which is guided. now after another 20 count I want it to sub into multiple smaller munitions. which I got it to do by setting a second sub munition.
however for some reason the final sub-munition wont hit anything. it homes in on the target but flies through it like it isnt there.
am I missing something obvious here?
Edit: Nevermind I am an Idiot I just noticed that I had the wrong weapon ID# in the last submunition field. Macross Missles Away!! ------------------ "Well, I've been thinking. How'd you like to steal $750 million worth of illegal equipment from a GENOM subsidiary and put it to a use that will benefit society?" Gryphon, Hopelessly Lost Vol. 4
(This message has been edited by KagatoAC (edited 12-05-2003).)
This is cool... Speaking of making a weapon fire off in a paticular direction, I actually had a weapon which split into four missiles. The split would occur after 1 count, thus making it seem as if one weapon was producing four missiles. Also, with a theta value of 40 degrees, the missiles would be evenly spread out by 20 degrees. This WAS in an old version of Nova, and I noticed one comment that seemed to imply it was random now? Is there and easier way to do this with this -inaccuracy stuff?
------------------
Originally posted by Phyvo: **This is cool... Speaking of making a weapon fire off in a paticular direction, I actually had a weapon which split into four missiles. The split would occur after 1 count, thus making it seem as if one weapon was producing four missiles. Also, with a theta value of 40 degrees, the missiles would be evenly spread out by 20 degrees. This WAS in an old version of Nova, and I noticed one comment that seemed to imply it was random now? Is there and easier way to do this with this -inaccuracy stuff?
Well as near as I can tell the negative inaccuracy forces the weapons to fire in a particular direction relative to your ship while still facing the same orientation, however the Theta value spreads them out evenly within a specific cone of effect
what this causes for game effect is that it appears my torpedos are being launched from ports on the side of my craft with a relative velocity to myself, immediately after this it ignites and begins homing in on the target I've selected. after a further preset distance the secondary sub engages splitting it into 10 micro-warheads. these then home in again on the existing target.
its actually a really cool looking effect.
I like your idea with the life of one followed by immediate split as well. this would make a really good way to simulate the effect of a "Rack" of missles going off without having to buy a lot of weapons.
Originally posted by KagatoAC: This would make a really good way to simulate the effect of a "Rack" of missles going off without having to buy a lot of weapons.
<off topic> Actually, you could quite easily do that with ncb's. Just set Gxxx as many times as necessary in the OnBuy (or whatever it is; I'm posting from the choir room of Western High, and don't have the Bible.) </off topic>
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Originally posted by orcaloverbri9: ** <off topic> Actually, you could quite easily do that with ncb's. Just set Gxxx as many times as necessary in the OnBuy (or whatever it is; I'm posting from the choir room of Western High, and don't have the Bible.) </off topic>
Yeah but that wouldnt make say 10-12 missles go off at the same time with a single button press, having a bunch of outfits wont make it fire in different directions either.
what I'm thinking of is a secondary trigger weapon that fires 12 mini-missles that auto target the targeted unit. I'm just trying to decide what set of graphics to use for it.
Originally posted by KagatoAC: **... however the Theta value spreads them out evenly within a specific cone of effect. **
I was messing around with negative sub-theta values, and noticed something about the spacing.
If you put in, say, -60ÅŸ, it causes each submunition to fire at a 60ÅŸ angle from the others.
So, for an "Evenly spaced starburst" of six shots, you would need a sub-theta of -60. For eight, -45.
The negative sub-theta isn't the boundary of the cone of effect, it is the spacing.
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Originally posted by Eugene Chin: **I was messing around with negative sub-theta values, and noticed something about the spacing.
Ooooo.... cooool. Why are the undocumented features always the coolest ones? -Az
Originally posted by Azratax2: **Ooooo.... cooool. Why are the undocumented features always the coolest ones? -Az
Cuz then everyone would be using them.
Matrix
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Originally posted by what_is_the_matrix: **Cuz then everyone would be using them.
Course - so? Both of these are features I have always wanted to do :p, so its not just the fact that they are newly discovered that makes them cool. -Az
(This message has been edited by Azratax2 (edited 12-07-2003).)
I've come across a problem. I realised that it would be cool to have the "dropped" missile be facing the same was as the ship. However, just readusting the sprite doesn't work, because then it's facing the wrong way when the other side fires. The two solutions to this I can think of are to have it "drop" in only one direction, i.e. front or behind of the ship or to use a freefalling bomb, but last time I used a bomb was in EV and the AI didn't like using the weapon. Does Nova AI use it?
The reason why I'm asking this myself is because currently I can't test it myself...
(This message has been edited by Phyvo (edited 12-07-2003).)
Originally posted by Phyvo: **I've come across a problem. I realised that it would be cool to have the "dropped" missile be facing the same was as the ship. However, just readusting the sprite doesn't work, because then it's facing the wrong way when the other side fires. **
There is definitely a way to do this (I remember getting it work myself while testing).
hmph...
who the hell is this "mburch" guy. Whats he know?
(/sarcasm)
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Originally posted by Phyvo: **I've come across a problem. I realised that it would be cool to have the "dropped" missile be facing the same was as the ship. However, just readusting the sprite doesn't work, because then it's facing the wrong way when the other side fires. The two solutions to this I can think of are to have it "drop" in only one direction, i.e. front or behind of the ship or to use a freefalling bomb, but last time I used a bomb was in EV and the AI didn't like using the weapon. Does Nova AI use it?
(This message has been edited by Phyvo (edited 12-07-2003).)**
Huh? When I tried this out, i noticed that the weapon's sprite is always pointing the same direction as the ship. If this is what you want, good, because thats how it works. Now, what I would like to find is a way to make the weapon's sprites point in the direction the shot is going. That would seem to have the difficulty you detailed unless firing straight back, or at a 90 degree angle (if you make the sprite look the same coming and going, which doesnt seem to be done anymore in EVN, but is done in Polycon and EVO)
Thanks to Matt and Dave for letting us know about this! -Az