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Author Topic: Need help on some weapon effects  (Read 5132 times)

MajorTheRed

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Need help on some weapon effects
« on: November 28, 2017, 08:12:58 AM »

Hello everyone,

I'm trying to make some kind of ion AoE torpedo for my mod (Stop Gap Measure). So far I've manage to integrate the weapon in the game (sprite, .proj and .wpn files) but I fail to introduce two effects :

-Ion effect on all the ship : so far, each team I hit a ship with it, only one system is ionized. I don't think it is a problem of EMP damage to low (1000 dmg in the .csv file), but rather an understanding of how ion damage work. I don't need fancy effect like arcing, but at least several systems/weapons need to be tested by the ion effect.

-Proximity fuze : I want the torpedo to explode with a large detection radius. I took the specs in the flak cannon .proj, but I think I've miss something.

Here is the .proj file, it is based on the reaper torpedo if it can help.

Spoiler
Quote
{
   "id":"ion_torp",
   "specClass":"missile",
   "missileType":"ROCKET",
   #"sprite":"graphics/missiles/missile_torpedo.png",
   #"size":[16,28],   
   #"center":[8,14],
   "sprite":"graphics/filgap/missiles/Ion_torpedo.png",
   "size":[10,30],   
   "center":[5,15],
   "collisionRadius":20,
   "collisionClass":"MISSILE_FF",
   "explosionColor":[100,170,255,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":350, # purely visual
   "behaviorSpec":{"behavior":"PROXIMITY_FUSE",
               "range":100,
               "explosionSpec":{"duration":0.1f, # not visual
                "radius":300,
                "coreRadius":100, # full damage within core radius
                "collisionClass":HITS_SHIPS_AND_ASTEROIDS,
                "collisionClassByFighter":HITS_SHIPS_AND_ASTEROIDS,
                "particleSizeMin":5.0,
                "particleSizeRange":3.0,
                "particleDuration":1,
                "particleCount":200,
                "particleColor":[155,220,255,255]},
   },
   "flameoutTime":5, # total time from flameout to full fadeout
   "armingTime":0.5,
   "noEngineGlowTime":0.5, # time spent without the engine glow being rendered
   "fadeTime":0.5, # fadeout duration               
   "engineSpec":{"turnAcc":0,
              "turnRate":0,
              #"acc":35,
              "acc":500,
              "dec":0},
   "engineSlots":[{"id":"ES1",
               "loc":[-11, 0],
               #"loc":[-14, 0],
                #"style":"TORPEDO",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[155,220,255,255],
                  "contrailDuration":2,
                  "contrailWidthMult":1.5,
                  "contrailWidthAddedFractionAtEnd":1,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":5, # min segment length, in pixels
                  "contrailMaxSpeedMult":0f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailSpawnDistMult":0f, # how far away from engine it starts
                  "contrailColor":[100,200,255,50],
                  "glowSizeMult":2.5,
                  "glowAlternateColor":[0,115,255,255],
                  "type":"GLOW" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":10.0,
                "length":80.0,
                "angle":180.0}]
}
         
[close]

Please understand I'm modding mostly by iteration, I've some basic knowledge of how to type these file, but java programmation is largley unavailable for me to do.

Many thanks,
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Tartiflette

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Re: Need help on some weapon effects
« Reply #1 on: November 28, 2017, 08:19:09 AM »

Please understand I'm modding mostly by iteration, I've some basic knowledge of how to type these file, but java programmation is largley unavailable for me to do.
Then the only way available to you would be to have the missile split in a cloud of invisible ion cannon shots a bit like the sabot but all around, you probably won't be able to do it without programming otherwise. (ion damage doesn't work with vanilla AOE, vanilla missiles don't have proxy fuse).
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MajorTheRed

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Re: Need help on some weapon effects
« Reply #2 on: November 28, 2017, 08:54:47 AM »

Quote
Then the only way available to you would be to have the missile split in a cloud of invisible ion cannon shots a bit like the sabot but all around, you probably won't be able to do it without programming otherwise. (ion damage doesn't work with vanilla AOE, vanilla missiles don't have proxy fuse).

Thanks for responding (so quickly!). I was worried it might end up with something like that, as it's clearly implemented in the game mechanics.

Do you mind explain why the "behavior":"PROXIMITY_FUSE" is not working? As far as I understand it, missiles are considered as projectiles in the game, so why the behavior will apply to a shell and not to a missile? Is it because of the firsts lines    "specClass":"missile" and "missileType":"ROCKET" which lead the game to consider both projectiles differently?

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Tartiflette

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Re: Need help on some weapon effects
« Reply #3 on: November 28, 2017, 09:20:37 AM »

Missiles just aren't the same thing as projectiles even if they use the same file extension. Those are two entirely different beasts (they are almost closer to ships than to bullets)
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MajorTheRed

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Re: Need help on some weapon effects
« Reply #4 on: November 28, 2017, 10:47:20 AM »

OK, I think I will leave it aside for now. Thank you for taking time to answer my questions.
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bananana

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Re: Need help on some weapon effects
« Reply #5 on: November 29, 2017, 02:32:39 AM »

u can make a MIRV missile that spawns only one projectile. that one projectile can have proximity fuse.
the downside is that mirv submunitions use damage, range, speed etc. values from parent mirv .proj, and not from .csv, afaik.
« Last Edit: November 29, 2017, 02:35:50 AM by passwalker »
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MajorTheRed

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Re: Need help on some weapon effects
« Reply #6 on: November 29, 2017, 10:41:53 AM »

Hum, seems like a possibility to try, and I think I will be able to work with that as its similar to other waepons files.

Also, I figure that the Salamander, with its high EMP value, is able to ionize several weapons or engines in one shot. Maybe the EMP value I set for the Ion torpedo is to low.
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Tartiflette

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Re: Need help on some weapon effects
« Reply #7 on: November 29, 2017, 11:08:27 AM »

Still, iirc EMP doesn't work with AOE, only direct hits.
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MajorTheRed

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Re: Need help on some weapon effects
« Reply #8 on: November 29, 2017, 04:18:02 PM »

Oh ok now I understand what you mean!
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xenoargh

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Re: Need help on some weapon effects
« Reply #9 on: December 12, 2017, 07:34:34 PM »

Quote
EMP doesn't work with AOE, only direct hits.
Correct.  If you want AOE EMP, you need to code that.
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MajorTheRed

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Re: Need help on some weapon effects
« Reply #10 on: December 13, 2017, 11:10:21 AM »

Yeah, considering how I struggled on ship system and hull mod, I put it aside for the moment. The Ion torpedo has been converted in some kind of ion + energy LRM/Cruise missile. Not really a great weapon but really fun to use.

I will maybe try to create a AoE torpedo using the MIRV system like passwalker suggested, and forget about the AoE EMP.
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