Weapon recoil/pushback and charged weapons
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Pretty simple questions here;
Is there a way to get weapons to push a ship back when fired?
In the same way modern artillery and tanks do, I guess.My first thought was something to do with the mass, but I dunno.
Also, is there a way to make weapons charge before firing?
That is, you hit fire and then it charges up for however long before letting off the round.Think Spartan Laser from Halo.
Thanks for your time, I look forward to you responses.
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For charged up you can check this out:
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=32128#forumpost32128
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I think you can play with things like impulse on the gun in order to create a recoil effect. Iāve never tried though.
As far as I know, itās impossible to actually charge a weapon before firing or have it fire on a delay. Why485ās example actually has a separate gun for the āchargeā effect ā you donāt need to fire it in order to fire the gun itself.
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And none of the recoiling stuff works. What youāre asking isnāt possible currently.
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Ah, I totally forgot about this thread. ><
Thanks for the link to Whyās laser, it looks sweet but isnāt exactly useful for practical applications.
Unless itās possible to lock weapons together, so all fire when you have one active? With a delay between them, obviously.But I fear that would come down under FFās reply anyway. xD
Well, itās a damn shame, but Iāll deal. Thanks for the responses.
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Oooh, awesome.
Iāll give it a go later, thanks. -
FriendlyFire wrote:
And none of the recoiling stuff works. What youāre asking isnāt possible currently.The double barreled kusari auto-blaster (supplied with the vanilla game but not used) has the lod groups and sc_fire anim nodes for recoilā¦
3 parts, base, gun, and barrelsā¦
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Well I dunno if FF was replying to what I asked, but Iām looking for ship recoil, not gun recoil.
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Bobthemanofsteel wrote:
Well I dunno if FF was replying to what I asked, but Iām looking for ship recoil, not gun recoil.Big gun go bang, ship go backwards?
impulse settings in the gun entry in the weapons iniā¦
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Do you know what sort of values are required?
I had a bit of a play around with the Justice, but nothing seemed to change anything.
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Off the top of my head, nope, havnāt tried scripting any ship centerline built in mega-gauss cannonsā¦
Seem to see these values a lot
parent_impulse = 20
child_impulse = 80Havnāt noticed the ships wearing these weaps shunting sideways when I open up with all gunsā¦
And some of the capships have almost 30 guns, with some being multi barreled, soooooā¦
BUT, I havnāt tried upping the values to high levels
Remember, a cruiser or destroyer, might have a mass in the 3-5k range, so a few guns popping off at 20 impluse isnāt gonna make much difference, Iād suspect values similar to the strafe impulse values from the shiparch, or even higher, since the recoil effect isnāt as long lasting as when you lean on a strafe key.
Oh one more thing, I donāt know if that parent impulse thing is for recoil or just what happens to the ship when the turret explodes. Itās normally found just after the explosion details for the weapon, debris types etc, and always with child impulse, turret go bang, ship back 20 turret wreckage forward 80.
Hmm
One solution, and this sounds like another Adoxa Special, would be to āhijackā the parent impulse value, and use it to fire a burst of āengine reverseā when you fire, with the limitation that the weap must be a forward facing fixed mountā¦ Or, some kind of Auto Multi-Strafe.
Hmm, sudden thoughtā¦ Two weaps on a hardpoint, the real one that kills the enemy, and a dummy one, explosive warhead, range 1 damage 0, explosion impulse LOTS, invisible proj and explosion fx, the blast from your no-damage goes-off-in-your-face gun would push the ship back, and its gonna be in the opposite direction to where the two weaps are facing.
just remember not to put more than 30 weaps on a ship, if itās 32? and you fire em all at once, CDT. Stay under 30, leave yourself a safety margin.
Worth trying?
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I would say itās probably when the weapon explodes, as I tried with both values at 10k with no effect. (On a flea, mind you.)
Iāll experiment with your explosive idea though, thanks.