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Cannonball Missile alternative fix - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Cannonball Missile alternative fix (/showthread.php?tid=135669) Pages:
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Cannonball Missile alternative fix - sindroms - 02-03-2016 Hello, me again ![]() Okay, so the Cannonball is supposed to be a dumbfire missile. Right now we had the problem where the projectile is spawned and just stays in one place due to lag. This is the current code for the cannonball missile, and I've shown the problematic parts in red: So let us see how it works. The missile is spawned in when you click your Launch Missile key and it starts off at whatever the impulse of your ship is. Then it quickly starts gaining speed, this is where the accel = 499 comes in. It does so instantly because we have the delay = 0 Instead of this, let us try a different concept. I am not exactly sure how fast the original missile was supposed to be, but let us say it is 600 ms. Then the code should look like this: It means that the missile starts off from the ship at a specified speed, instead of at 0 and with a huge acceleration. Something Something. EDIT: I am also pretty sure that for a dumbfire missile you do not need to have the current Seeker settings. Take a look at Flak Turrets for an alternative code to that part. EDIT2: Actually, I am pretty sure that time_to_lock = 4 is causing some dumbs. RE: Cannonball Missile alternative fix - Operator - 02-03-2016 (y), pretty agree with you RE: Cannonball Missile alternative fix - sindroms - 02-03-2016 [Motor] nickname = missile01_mark05_motor lifetime = 1.0 accel = 0 delay = 0 [Explosion] nickname = missile01_mark05_explosion effect = dsy_cannonball_01_impact lifetime = 0, 0 process = disappear strength = 100 radius = 50 ;Can be adjusted to make the weapon more dangerous to the wielder hull_damage = 2000 energy_damage = 0 impulse = 0 [Munition] nickname = missile01_mark05_ammo explosion_arch = missile01_mark05_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true ammo_limit = 80 ;Can be adjusted to reduce potential damage pool hit_pts = 2 ;Must be adjusted to higher values if the refire rate is high one_shot_sound = fire_missile_regular const_effect = dsy_cannonball_01_drive detonation_dist = 12 ;Must be adjusted to make it easier/harder to hit lifetime = 3 Motor = missile01_mark05_motor force_gun_ori = false HP_trail_parent = HPExhaust seeker = DUMB time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 0 seeker_fov_deg = 35 DA_archetype = equipment\models\weapons\br_slugger_missile.3db material_library = equipment\models\br_equip.mat ids_name = 265151 ids_info = 266151 mass = 1 volume = 0 [Gun] nickname = missile01_mark05 ids_name = 263151 ids_info = 264151 DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 6750 explosion_resistance = 0.33 debris_type = debris_normal parent_impulse = 0 child_impulse = 0 volume = 0 mass = 10 hp_gun_type = hp_gun_special_10 damage_per_fire = 0 power_usage = 1000 ;Can be adjusted for DPM balance refire_delay = 0.5 ;Can be adjusted, but if fire rate is fast enough missiles will chain-detonate. Up HP count to avoid this. muzzle_velocity = 750 ;Can be reduced to make varients for 600ms loadouts toughness = 24.500000 projectile_archetype = missile01_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 180 lootable = true LODranges = 0, 40, 80, 120, 200 RE: Cannonball Missile alternative fix - Traxit - 02-03-2016 The missile is way too fast and is basically a 750ms shotgun with insane range. so absolutely no. cant even react fast enough to CD it. maybe lowering the refire would work RE: Cannonball Missile alternative fix - Moberg - 02-03-2016 Even at 400 m/s (almost half) you probably couldn't CD it in time as it will be mostly fired in the 500m radius around you. But there is also no need. Its DPS drops to zero after 80 shots anyway and in addition, it can damage your hull and equipment too if you're not at a distance. I really like the concept of this gun. RE: Cannonball Missile alternative fix - sindroms - 02-03-2016 (02-03-2016, 03:18 PM)Traxit Wrote: The missile is way too fast and is basically a 750ms shotgun with insane range. The speed is the same as a regular gun projectile. You perceive it is faster due to its size. Perhaps, but it is a shotgun with 2000 damage. The ammo count can also be adjusted for it. Also, I did not touch the detonation distance, so reducing that to a hit-only can be easily done. Range is 1 000m RE: Cannonball Missile alternative fix - Traxit - 02-03-2016 by "regular" you probably mean 8.33s and 5.88s guns, which do low damage per hit. might I add that this missile is also useless for adding into your loadout because you're losing dps and adding in a missile that you'll have to hit each time you want to do damage to effectively do maximum dps. Though I like the concept for having radius of the explosion, it punishes the player for getting hit so much with a missile by just making him combat ineffective. Though for that to be not OP you'll have to reduce the speed and ammo count. RE: Cannonball Missile alternative fix - sindroms - 02-03-2016 (02-03-2016, 03:25 PM)LordVipex Wrote: I really like the concept of this gun. [Motor] nickname = missile01_mark05_motor lifetime = 1.0 accel = 0 delay = 0 [Explosion] nickname = missile01_mark05_explosion effect = dsy_cannonball_01_impact lifetime = 0, 0 process = disappear strength = 100 radius = 50 ;Can be adjusted to make the weapon more dangerous to the wielder hull_damage = 2000 energy_damage = 0 impulse = 0 [Munition] nickname = missile01_mark05_ammo explosion_arch = missile01_mark05_explosion loot_appearance = ammo_crate units_per_container = 10 hp_type = hp_gun requires_ammo = true ammo_limit = 80 ;Can be adjusted to reduce potential damage pool hit_pts = 2 ;Must be adjusted to higher values if the refire rate is high one_shot_sound = fire_missile_regular const_effect = dsy_cannonball_01_drive detonation_dist = 12 ;Must be adjusted to make it easier/harder to hit lifetime = 3 Motor = missile01_mark05_motor force_gun_ori = false HP_trail_parent = HPExhaust seeker = DUMB time_to_lock = 0 seeker_range = 1000 seeker_fov_deg = 35 max_angular_velocity = 0 seeker_fov_deg = 35 DA_archetype = equipment\models\weapons\br_slugger_missile.3db material_library = equipment\models\br_equip.mat ids_name = 265151 ids_info = 266151 mass = 1 volume = 0 [Gun] nickname = missile01_mark05 ids_name = 263151 ids_info = 264151 DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 6750 explosion_resistance = 0.33 debris_type = debris_normal parent_impulse = 0 child_impulse = 0 volume = 0 mass = 10 hp_gun_type = hp_gun_special_10 damage_per_fire = 0 power_usage = 1000 ;Can be adjusted for DPM balance refire_delay = 0.5 ;Can be adjusted, but if fire rate is fast enough missiles will chain-detonate. Up HP count to avoid this. muzzle_velocity = 750 ;Can be reduced to make varients for 600ms loadouts toughness = 24.500000 projectile_archetype = missile01_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 180 lootable = true LODranges = 0, 40, 80, 120, 200 RE: Cannonball Missile alternative fix - Haste - 02-03-2016 This won't work on the live server; the current muzzle / motor setup is the only one that makes them actually move. They used to have 0 (and/or 1) motor acceleration and a certain muzzle velocity, but this leads to them "failing" (not moving whatsoever) most of the time on MP servers (possibly depending on server strain, it didn't happen during smaller-scale tests). I only skimmed your post, but it seems the most notable thing is the muzzle velocity, and since I've tested literally every possible combination of muzzle velocity and motor accel/duration/etc already, I just felt this needed to be pointed out. The initial version(s) all used muzzle velocity for instant acceleration rather than a motor, but we all know how those worked in practice (not at all). Freelancer missile mechanics are great, truly. RE: Cannonball Missile alternative fix - sindroms - 02-03-2016 This is something that I was asking around earlier today - what was the old setting that we had when the bug first appeared. If this is the case, would modelling it after the hellfire rocket pod be a better alternative? |