Ambrosia Garden Archive
    • Submunitioning Stellar Grenades


      I got once a idea that the Stellar Grenade would shatter in dozens of pieces, so it would be called Fragmentation Grenade. I want to launch several at a time, just like the Polaron Multi-Torpedo launches five. 20 to be exact, so the pitiful Stellar Grenade is turned into a formidable weapon. I looked in the Multi-Torpedos resource, and I saw the following flags in EWNEW: Blast doesn't hurt player Submunitions towards nearest target. I copied these into my weapon. I typed 250 in submunitions type, as that is the ID of my weapon. I typed 20 in Submunitions count field. I still dont get 20 of them launching at the same time. Instead, one of grenades remains static in one place and I can see tiny explosions all the time on the weapon. I think they still submunition- one of them was enough to destroy a Manticore while it was trying to jump because I put it next it to the place it was trying to jump from. So I have created a enormously devastating mine, similar to the Space Bomb! Is it because I have its guidance as freeflight rocket instead of homing weapon?

    • General Cade Smart, on Nov 12 2004, 04:50 PM, said:

      I got once a idea that the Stellar Grenade would shatter in dozens of pieces, so it would be called Fragmentation Grenade. I want to launch several at a time, just like the Polaron Multi-Torpedo launches five. 20 to be exact, so the pitiful Stellar Grenade is turned into a formidable weapon. I looked in the Multi-Torpedos resource, and I saw the following flags in EWNEW: Blast doesn't hurt player Submunitions towards nearest target. I copied these into my weapon. I typed 250 in submunitions type, as that is the ID of my weapon. I typed 20 in Submunitions count field. I still dont get 20 of them launching at the same time. Instead, one of grenades remains static in one place and I can see tiny explosions all the time on the weapon. I think they still submunition- one of them was enough to destroy a Manticore while it was trying to jump because I put it next it to the place it was trying to jump from. So I have created a enormously devastating mine, similar to the Space Bomb! Is it because I have its guidance as freeflight rocket instead of homing weapon?
      View Post

      Um, yes?

    • pp0u20e8, on Nov 12 2004, 07:06 PM, said:

      Um, yes?
      View Post

      I changed to homing weapon. Still no go.

    • So your weapon is supposed to submunition into 20 copies of itself? Hope you set the sublimit to 1.
      They're probably all landing on top of each other. Give them a bit of speed and a subtheta of 180 or whatever and see if that helps.

    • You're using the original Space Mines/Grenades/Whatever pattern, right? Where they are a freeflight rocket with speed 0? If so, your problem is obvious:

      Freeflight rockets start at the speed of their launcher and accelerate/decelerate to their given speed. So, you launch your grenade, and it slows to a standstill. It submunintions into more of itself, but these start at velocity 0 and accelerate to velocity 0. D'oh.

      What you need are two separate weapons. The first is the primary, freeflight rocket grenade, and the second is the submunitions, which MUST HAVE VELOCTIY > 0. They can still be rockets, but must have speed, so you can't use just one weapon to overcome everything.

    • Also, as Guy said, you'll probably want to make the SubTheta 180 so that they shoot in different, random directions. Alternatively, if you're strange, you could make them evenly spaced by setting it to -18.

    • This gave me a great idea for one of my little bro's "I'm too pathetic to play by my self" plugs, but I ran into a problem. I got everything set up, it shows up in the game, but the "fragmentation" grenade launcher refuses to recognize the new frag. grenades as ammo. Regular stellar grenades still work as they should, but I can't figure out why this isn't working! :mad: Ah, well, off to play with it some more.

      ~growl~

      Edit: I got the thing to work, difficulties between res-id #'s. The thing works like a champ now. Ohh, man. This opens up all kinds of possibilities. Can you say a kamikaze fighter (guided missile) that detonates to release radioactive barrels of stuff on contact???. Ohh, yeah. I'm going to have fun with this one.

      This post has been edited by PigDog4 : 15 November 2004 - 07:41 PM

    • Yes, launching missiles than ignore asteroids, interference, and jammers and giving them lots of damage, high impact and fighter sprites can be funny... although in the end a bit annoying. 😉

    • PigDog4, on Nov 16 2004, 01:49 AM, said:

      I got everything set up, it shows up in the game, but the "fragmentation" grenade launcher refuses to recognize the new frag. grenades as ammo.

      Edit: I got the thing to work, difficulties between res-id #'s.
      View Post

      Can you explain detailedly how you got it to work? I have the exact same problem- I have bought 131 Fragmentation Grenades, but when I try to select them as weapons, it says: Fragmentation Grenade- 0. Using WinNova, BTW.

    • Did you use the proper ammunition ID's? I think the outfit that grants ammunition needs to have the number of the weapon minus 128. Same thing for the ammunition field in the weapon.

    • Requiem, on Nov 19 2004, 11:11 PM, said:

      Did you use the proper ammunition ID's? I think the outfit that grants ammunition needs to have the number of the weapon minus 128. Same thing for the ammunition field in the weapon.
      View Post

      Yes.

    • K, then I'm stumpled. 😛

    • Try using the RID# instead. I got burned on this exact same issue a lot when making my Swarm Missile.

      EDIT: Oh yeah, the outfit DEFINATELY needs the RID#, not the Idx#.

      Try opening an existing Data File and see how they did it.

      This post has been edited by orcaloverbri9 : 20 November 2004 - 08:54 AM

    • orcaloverbri9, on Nov 20 2004, 04:52 PM, said:

      Try using the RID# instead. I got burned on this exact same issue a lot when making my Swarm Missile.

      Try opening an existing Data File and see how they did it.
      View Post

      I opened Data 4 and looked at the Multi-Torp, the only submunitioning weapon. But I still cant make sense how I should apply this ty to my fragmentation grenade plug. The fields I think are relevant are at the end of the post. Oh, and I did use the resource IDs. In the Ammunition ID field in EVNEW, I enter the ID for my weapon. It still says 0 ammo when I try to select the grenade as a weapon. Do you have other suggestions?

      Submunitions count: 5
      Submunitions type: 148
      Submunitions angle: 45
      Submunitions fire towards nearest target
      Blast doesn't hurt player
      Lifetime: 20
      Submunitions limit: 0
      Proximity radius: 10

    • General Cade Smart, on Nov 23 2004, 03:13 PM, said:

      I opened Data 4 and looked at the Multi-Torp, the only submunitioning weapon.
      View Post

      Sort of dumb question, but how do you open a data file?

    • General Cade Smart, on Nov 23 2004, 04:13 PM, said:

      I opened Data 4 and looked at the Multi-Torp, the only submunitioning weapon. But I still cant make sense how I should apply this ty to my fragmentation grenade plug. The fields I think are relevant are at the end of the post. Oh, and I did use the resource IDs. In the Ammunition ID field in EVNEW, I enter the ID for my weapon. It still says 0 ammo when I try to select the grenade as a weapon. Do you have other suggestions?

      Submunitions count: 5
      Submunitions type: 148
      Submunitions angle: 45
      Submunitions fire towards nearest target
      Blast doesn't hurt player
      Lifetime: 20
      Submunitions limit: 0
      Proximity radius: 10

      Then try the Idx#?

      In this case, it's the AmmoType field, nothing to do with submunitions. If you used the RID#, try the Idx#, and vice versa. I've never used EVNEW, so I can't be of much help there.

      Oh, and the Krypt Nanites are submunitioning too, but whatever.

    • I'm going to assume you used Id's 235 and 236 for your frags and the submunitions (these are the next 2 open id's) so for the frag grenade:

      Ammo type: 107

      Sub Count: 5
      Sub type: 236
      Sub Theta: 45
      Sub Limit: 0

      and for the Frag. "Shards" These feilds are left with either 0 or -1.

      Now, for the outfits:
      Frag Grenade Launcher:
      It's a weapon with type 235

      and the grenades:
      Ammunition for weap 235

      Most of this was done using the graphical editor that is Mission Computer for OS X, but I think it should be compatible cross-platform. Not sure, though. I hope this helped.

      ~Growl~

      Edit: Probably should have added that it works. 😄

      Edit2: Totally whiffed the Weapon ammo type part. Make sure the Fragmentation grenades point to themselves as ammo.

      This post has been edited by PigDog4 : 27 November 2004 - 01:47 PM

    • orcaloverbri9, on Nov 24 2004, 04:36 AM, said:

      Then try the Idx#?

      View Post

      How do I enter a index? I only know how to enter a ID. In simple language, please.

    • The ID# is the same as the Resid# minus 128

    • Err...that's Idx#, not ID#. Makes a difference, that x. Anyways, yep, Idx# = RID# - 128. Idx#'s are used a lot by Nova. I have yet to figure out why the hell Matt didn't just make them ALL Idx# fields.