Couple of Space Questions

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wookieejedi
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Couple of Space Questions

Post by wookieejedi »

There have been some ideas kicking around in my head for a while and I finally am getting the time to work on them. First, though, I wanted to see if they are feasible ideas.

My goal is to improve the space combat, by making dog-fighting better and battles for intense, (and to do this I am going to use some off kilter ideas ;) ). I was just wondering, since I couldn't find it anywhere, if:
1) Is there some roundabout way to get AI in ships to follow you or attack your target? If not I was thinking of a orbital type sticky missile (one type pf secondary missile) that the player could shoot onto a part of the enemy's ship and so it would would make the appearance of the other cruise blasting it in a certain part (if the orbital vectors were set to horizontal). That is one idea.
2) Another is to have enemy fighters that more closely follow and shoot at the human player rather then shoot once then fly away. If AI code could not be changed to make them more aggressive I was wondering if there could be a seeker missile (with speeds around the same as the other ships) with the model of a ship that would automatically lock on to the player (for instance from an auto missile turret that may be located by critical systems of a cap ship?). So it would appear that there are fighters attacking and tailing player. The key though would be to have the missiles that look like fighters have a turret on them or some form or automatically firing gun (maybe with just a straight vector like a fighter has to make it more like a fighter) in order to attack the player. So in other words can a missile fire a gun or have an automatically, straight firing gun attached to it? Ideally the AI could be changed but if not that is my idea to counter it.
3) I wanted directional shielding so would it be possible to have another secondary weapon on a ship that when you hit it emits a shield like a droidekia would around the ship? Maybe have a few different secondary weapon shields that are more concentrated in different areas to mimic directional shielding? This would allow the player to have more protection with bombing runs against auto turrets for example.
4) Also wanted to add unique reinforcement units to each faction. Such as suicide droid fighters for the CIS, reinforcement frigates for the Empire, reinforcement fighters for the Rebels, and possibly a Jedi Strike Team/Shuttle for the Republic. A way do this would also be with script editing, but possibly I thought to be easier, to add a turret to the capital ships that would fire a controllable missile that would have the model of a frigate/fighter, again though it would need to have a gun firing. This, if done right, could give the appearance of the ships coming out of hyperspace, and the ammo could be limited so it would be strategic when to call in reinforcements.
5) Also I wanted to add a new ship class, a blast boat/shield boat. Ideally it would have a big bubble shield with an offset shield so that the bubble would mostly extend to far below the ship and be able to protect an assault ship as it tried to get to the other Cap ship by flying right next to it, and therefore the assault ship was under it's shield. Also I was thinking the shield boat could have a velocity of zero so it could be parked over critical systems of the Capital ship that were heavily damaged. Ideally it would also be able to hold 5 or 6 people and could be used as a strike vessel to take people inside the other capital ship (it would be faster then the assault ship but it would not serve as a mobile command post).
6) Finally would if be possible to make a frigate spawn units like a AT-AT? Ideally I want to have that command post be destroy-able since it is a frigate but obviously the units need to be able to spawn in the frigate when it is moving, so I figure I would need to change spawn location points/coordinates so they would spawn on top of it. Then when it is destroyed they would stop spawning.

I would also like to implement sides that a a tad bit more movie accurate and with more fighter/cap ships/frigates in the map, but I know how to do that. Eventually I would like to add open ended objectives too, but that is for later. And eventually I would like to incorporate all the other cool stuff people have done with space maps into this too (like bigger Cap Ship interiors, smarter assault ships, more custom fighters, hero fighters, random load outs, ect), to make a space experience that is way more intense, complex, and interesting.

Anyway I was just wondering if any of these ideas would be possible? So in summary: 1) orbital beacons fired from ships 2) AI changes or missiles that can automatically fire lasers 3) secondary weapons that are like droidekia shields? 6) Frigate spawning units like AT-AT? Thanks for reading, I know it was long and conceptual :)
Last edited by wookieejedi on Sun Jun 17, 2012 9:39 pm, edited 2 times in total.
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Fiodis
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Re: Couple of Space Questions

Post by Fiodis »

wookieejedi wrote:2) So in other words can a missile fire a gun or have an automatically, straight firing gun attached to it?
3) I wanted directional shielding so would it be possible to have another secondary weapon on a ship that when you hit it emits a shield like a droidekia would around the ship? Maybe have a few different secondary weapon shields that are more concentrated in different areas to mimic directional shielding?
I don't have much experience with space, but
2) I'm pretty sure weapons can't have weapons, unless it's like a probe droid of some kind, which would then be controlled by an AI anyway so any sort of lock-on seeking wouldn't apply.
3) I know ships can have a shield emitter as a secondary weapon, but it can't protect only a specific part of the ship.
As for more fighters/cap ships/frigates, you could just add those in in ZE.
wookieejedi
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Re: Couple of Space Questions

Post by wookieejedi »

3) I know ships can have a shield emitter as a secondary weapon, but it can't protect only a specific part of the ship.
So, from what you are saying, I take it a ship can have multiple secondary weapons, even it is only 1 seated?
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Re: Couple of Space Questions

Post by AQT »

You can only have two weapons, one primary and one secondary, per seat position.
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Re: Couple of Space Questions

Post by razac920 »

I'm no expert in space, but
2) there are ways to make AI more powerful/aggressive (maybe in space also). the Lua command SetAIDifficulty() can make the AI much more accurate, as can lines such as these 2 in the weapon ODF: AIUseBubbleCircle = "1" AIBubbleSizeMultiplier = "0". Finally to get your AI to shoot more than once at a time, you can also try these 3 lines in the weapon ODF: BarrageMin = "50"
BarrageMax = "100" BarrageDelay = "0.2

4) Again, I think, if you want to make a frigate appear at a unit's command you might want to try using LUA scripting, and rather than having a turret firing a gun? you give a unit a remote droid and use the LUA callback OnCharacterDispenseControllable to create the new frigate. However, I don't know if it's possible to actually 'create' a frigate with LUA; it may make more sense to put in extra in ZE, but have the others far far from the combat, and teleport them closer when called.
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Fiodis
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Re: Couple of Space Questions

Post by Fiodis »

wookieejedi wrote:
3) I know ships can have a shield emitter as a secondary weapon, but it can't protect only a specific part of the ship.
So, from what you are saying, I take it a ship can have multiple secondary weapons, even it is only 1 seated?
I'm not sure how you got that impression. :?

I think the most realistic you could get it would be for a ship to have multiple seats, and each seat having a shield emitter as a secondary. I don't think the AI would get the hang of it, though.

4) As I said, missiles cannot fire weapons. You'd do better trying to create them via LUA.

5) Shields cannot be offset.

6) A better way would be to just place a normal CP on a frigate and destroy it via LUA when the frigate is destroyed. However, if you spawn units on a moving object in any way, they'll slide off.

Quite a few of these propositions (missiles firing weapons, offset shields) are pretty simple to test yourself, rather than asking the forum. I recommend you experiment with them yourself, to get a better feel for what will and what won't work.
wookieejedi
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Re: Couple of Space Questions

Post by wookieejedi »

Gotcha. Thank you again for your help, I really appreciate it!
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