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Full Version: Cannonball Missile alternative fix
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Hello, me again (sun)


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.
(y), pretty agree with you














[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
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
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.
(02-03-2016, 03:18 PM)Traxit Wrote: [ -> ]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


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
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.
(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
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.
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?
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