[Release] Missile modification

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Astrobe
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[Release] Missile modification

Post by Astrobe »

This little OXP does two things:
  • Gives some ECM resistance to standard missiles, and give an extra possible effect on missiles besides "nothing" and "explode": erratic behavior for a few seconds. This means that standard missiles are more likely to be effective for you, but they are also more effective against you.
  • Adds a missile arming time at launch in order to prevent the infamous point-blank missile launch from dying NPCs.
Available in the manager in the mechanics category.

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Norby
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Re: [Release] Missile modification

Post by Norby »

Nice! A side note: please add the URL of this topic into the info field in manifest admin form. Your Surjectors OXP missing it also. In this way the users of http://www.oolite.org/oxps/ can click on the title of your OXPs.

Astrobe
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Re: [Release] Missile modification

Post by Astrobe »

Both fixed, thanks for the reminder.

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Norby
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Re: [Release] Missile modification

Post by Norby »

Thank you for the quick fix, it would be a bit better if you reduce the last number by one in the url to scroll down to your initial post and not to my answer.

Astrobe
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Re: [Release] Missile modification

Post by Astrobe »

Version 1.1 is out.

It seemed to me that standard missiles were a bit too ECM resistant, so now they have 80% to explode instead of 65%.

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Milo
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Re: [Release] Missile modification

Post by Milo »

The shipdata_overrides.plist in this OXP will be out of sync with core Oolite shipdata (I'm using the latest nightly build) for materials (gloss, specular color, shininess) and increased range (30000 in core shipdata vs. 20000 in this OXP). Below is a merged version incorporating the relevant updates.

Code: Select all

{
	// ecm hardened missile (missile template is later on)
	"oolite_template_ecm-proof-missile" =
	{
		like_ship = "oolite_template_missile";
		exhaust = ("0.0 0.0 -8.36243 2.0 2.0 1.5");
		is_template = 1;
		ai_type = "missile-mod.js";
		materials =
			{
				"Hull" = 
				{
					diffuse_map = "oolite_missile_hardhead_diffuse.png";
					gloss = 0.62;
					specular_color = (0.25, 0.25, 0.25);
					shininess = 65;
					emission_map = { name = "oolite_missile_hardhead_diffuse.png"; extract_channel = "a"; };
					emission_modulate_color = (0.2, 0.8, 1.0);
				};
			};
		model = "oolite_missile_hardhead.dat";
		name = "ECM Hardened Missile";
		script_info =
		{
			oolite_missile_blastPower = 180;
			oolite_missile_blastRadius = 32.5;
			oolite_missile_blastShaping = 0.1;
			oolite_missile_ecmResponse = "_ecmProofMissileResponseHard";
			oolite_missile_proximity = 25;
			oolite_missile_range = 30000;
		};
		roles = "missile EQ_HARDENED_MISSILE";
	};
	"oolite_template_missile" = 
	{
		ai_type = "missile-mod.js";
		cargo_type = "CARGO_NOT_CARGO";
		energy_recharge_rate = 0;
		exhaust = ("0.0 0.32581 -9.87154 2.0 2.0 1.5");
		explosion_type = ("oolite-builtin-slowcloud","oolite-builtin-fastspark","oolite-builtin-flash"); // not for detonation mode
		forward_weapon_type = "WEAPON_NONE";
		is_template = 1;
		materials =
		{ 
			"Hull" =
			{
				diffuse_map = "oolite_missile_diffuse.png";
				gloss = 0.62;
				specular_color = (0.25, 0.25, 0.25);
				shininess = 60; 
				emission_map = { name = "oolite_missile_diffuse.png"; extract_channel = "a"; };
				emission_modulate_color = (1.0, 0.1, 0.0);
			};
		};
		max_energy = 5;
		max_flight_pitch = 8;
		max_flight_roll = 10;
		max_flight_speed = 750;
		missiles = 0;
		model = "oolite_missile.dat";
		name = "Missile";
		roles = "missile EQ_MISSILE";
		scan_class = "CLASS_MISSILE";
		script_info =
		{
			oolite_missile_blastPower = 180;
			oolite_missile_blastRadius = 32.5;
			oolite_missile_blastShaping = 0.1;
			oolite_missile_proximity = 25;
			oolite_missile_range = 30000;
			oolite_missile_ecmResponse = "_ecmProofMissileResponseStd";
		};
		thrust = 250;
		unpiloted = yes;
		weapon_energy = 4500;
	};
}

another_commander
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Re: [Release] Missile modification

Post by another_commander »

Note that shininess is not used in the current rendering engine. It makes no difference whether it exists in shipdata or not. It will be used only if the old rendering or the new Blinn-Phong code are used and they are both currently disabled in the shaders.

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