Ambrosia Garden Archive
    • Strange submunition effect help


      I am trying to produce a strange effect with submuns.
      The effect i want is on a hit is:
      If shields are down, do X damage to armor
      If shields are up, do Y damage to shields and Z damage to armor.
      My plan was to make a weapon that did mass of (X-Z) and energy of Y, and have it submunition into one that did Z mass damage and passed through shields.
      The idea was for the following to happen:
      Missile hits target, does damage, and launches submunition.
      Submunition does it's damage
      However, I cannot make this function reliably. Sometimes damage to armor is done, and sometimes it's not.
      How should i set up the rest of the weapon to make this work?
      Thanks

      By the way, the technical idea behind this is that while shields cannot stop a simple projectile, a projectile passing through the shields, especially at high speed, will still have some energy dumped into it - and if it happens to be a volitile explosive, it will explode as it passes through the shields. Shields are now tuned (often with computers to detect incoming missile fire and adjust shields accordingly to amplify this effect). This ends up giving the shields the brunt of the explosion, with the armor taking only minor damage from shrapnel and such.
      -Az

      I am an idiot. Z damage to armor, not shields.
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      (This message has been edited by Azratax2 (edited 01-02-2004).)

    • Weapon 1: Homing (seeker) / Mass Dmg = 10 / Energy Dmg = 10 / Sub Count = 1 / Sub Type = Weapon 2 / Sub Theta = 1

      Weapon 2: Homing (seeker) / Passes through shields / All Jamming Types = 0 / Mass Dmg = 10 / Energy Dmg = 0 / Inaccuracy = 0 / Count = 90 / Speed = (same as original projectile) / Guided Turn = 100 / No explode types etc.

      (Weapon 1 Extension: Maybe you need to set "Subs fire at nearest target")

      This should work.

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    • I don't know if that's possible, because once the first weapon submunitions, then you'll only hit the target with the second weapon. Due to engine limits, you can't have a weapon submunition into two different types of weapons. A workaround I just thought of that may or may not work would be to make a weapon that is a fighter bay for ship with no turning or acceleration and invisible graphics. It is given two default weapons - one which has energy damage Y and mass damage (X-Z), the other which passes through shields and does mass damage Z - and one ammo for each weapon. Presumably, when you launch this "fighter," it will fire all its weapons simultaneously and have the desired effect.

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    • Actually, Terek E'Ban is right. Just have weapon 1 do Y damage and submunition into weapon 2 only when it hits the target. Weapon 2 is invisible, passes through the shields, and does Z damage. That should give the exact effect we're looking for.

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      "Nothing is impossible with crons and submunitions."
      -me

    • Quote

      Originally posted by Aprosenf:
      I don't know if that's possible, because once the first weapon submunitions, then you'll only hit the target with the second weapon. Due to engine limits, you can't have a weapon submunition into two different types of weapons. A workaround I just thought of that may or may not work would be to make a weapon that is a fighter bay for ship with no turning or acceleration and invisible graphics. It is given two default weapons - one which has energy damage Y and mass damage (X-Z), the other which passes through shields and does mass damage Z - and one ammo for each weapon. Presumably, when you launch this "fighter," it will fire all its weapons simultaneously and have the desired effect.

      No, won't work. They don't attack unless you tell them to. Only escorts do it by themselves.

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    • Quote

      Originally posted by PBoat101:
      **Actually, Terek E'Ban is right. Just have weapon 1 do Y damage and submunition into weapon 2 only when it hits the target. Weapon 2 is invisible, passes through the shields, and does Z damage. That should give the exact effect we're looking for.

      **

      Note: until 1.0.8, it is impossible to make a weapon sub only when it hits the target - the dont fire subs when shot expires flag is broken in 1.0.7 and earlier.
      This whole thing doesnt seem to work though - i dont know if the subs arnt firing, or what, but SOMETIMES it works, but usually it doesnt.
      -Az

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    • I think Uncle Twitchy is running into some similar problems, Az. I think you need to wait until 1.0.8 to have much of a chance at this.

      However, I'm kind of confused about the effect you want to achieve. I'm reading your post, and it sounds like a normal weapon. Quote: If shields are down, do X damage to armor
      If shields are up, do Y damage to shields and Z damage to shields

      Assuming you mean this: If shields are down, do X damage to armor
      If shields are up, do Y damage to shields and Z damage to armor

      Then I think other people, including you, know what to do- and I'd say you'll have to wait until the next release for it to work right. I think your plan as you explained it is the way that I would do it. You should definately e-mail Pipeline about this, though, to make sure the bug-if it is a bug-gets fixed in 1.0.8.

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    • have you tried messing with a proximity fuse and blast radius on the submunition to make sure it damages it's target? (it is possible that the submunition just barely misses the target somehow)

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    • Quote

      Originally posted by Masamune:
      **I think Uncle Twitchy is running into some similar problems, Az. I think you need to wait until 1.0.8 to have much of a chance at this.

      However, I'm kind of confused about the effect you want to achieve. I'm reading your post, and it sounds like a normal weapon. Quote: If shields are down, do X damage to armor
      If shields are up, do Y damage to shields and Z damage to shields

      Assuming you mean this: If shields are down, do X damage to armor
      If shields are up, do Y damage to shields and Z damage to armor

      Then I think other people, including you, know what to do- and I'd say you'll have to wait until the next release for it to work right. I think your plan as you explained it is the way that I would do it. You should definately e-mail Pipeline about this, though, to make sure the bug-if it is a bug-gets fixed in 1.0.8.

      **

      Er, you are right about the shield/armor thing. I coulda sworn i typed that the way i meant it! I even remember fixing that mistake! shakes head
      My problem is that I am not sure if this is a bug..... I wonder if the situation is that the weapon should never release its submunitions and do damage at the same time.......
      I am not sure how it is supposed to be.
      -Az

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