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MajorTom
03-26-2004, 10:59 PM
Yahoo! After 3 years I finally figured out a way to make a disruptor PBC!

This SP mod puts a turret on your ship that looks, for example like this on the corvett where it's mounted on the top:

http://feeling42.bei.t-online.de/stuff/DisruptMod/corv_mount.jpg


Or, it's in the center, like this on the Tug (http://feeling42.bei.t-online.de/stuff/DisruptMod/Tug_mount.jpg)

On the Patcom it's mounted on the bottom (http://feeling42.bei.t-online.de/stuff/DisruptMod/Pat_mount.jpg)


Easy to use:
drop the .zip in your mods folder and activate it in the extras screen. Grab a ship (one without the "dock on turret" mounted) and launch.
In space you can drool over the new turret (Use F3 and plenty of paper towels)
Press the keybind to switch to your Disruptor Gun turret
Once there you can fire your disruptor cannon, you'll see a bright blue bolt speeding at your target, and you can have a blast disrupting other ships, and gunstars
You can also pilot your ship from the Turret 'Station'.

Download it here, it's only 53 k (http://feeling42.bei.t-online.de/stuff/DisruptMod/Disruptor_Gun_turret.zip)

Current Hit requirements per ship type to fully disrupt a ship:

Patcom and smaller ships 1 hit, disrupted 18 secs
Interceptors and Corvette, 2 hits, disrupted 18 secs
Freighters and Bastille class destroyer 3 hits, disrupted 20 secs
Destroyer 4 hits, disrupted 25 secs
Gunstars and cruiser 5 hits, disrupted 25 secs
Carriers 6 hits, disrupted 25 secs.

Each hit will always disrupt the targets shields for 5 secs.
regardless of ship size. And, the Gun does considerable damage
too.

The code (11kb compiled) has some pretty tricky, lateral thinking stuff in it :D

The source is in the mod.

Have Fun!

Dreadnaught
03-26-2004, 11:17 PM
Wow, that's a really good idea! How'd you do it?

chichi77
03-27-2004, 04:41 AM
Hi MajorTom, thank you for your dedication. It is really a great job. :)

MajorTom
03-27-2004, 08:10 AM
Originally posted by Dreadnaught
Wow, that's a really good idea! How'd you do it?

well, people have been asking for a Disruptor gun or beam since the game came out.
We always said: you can't do it because pog can't see which weapon has been fired.

Indirectly you can do it though: Pog can see if your ammo based weapons are empty or loaded. The whole mod is based around that and since the new turret only has one ammo based weapon namely the Disruptor Gun, pog can see, indirectly, if it has been fired or not:

You just have to run a fairly slow schedule loop to reload the weapon and then check if the reload was sucessfull. (The loop can be fairly slow because the bolt of the disruptor weapon is slow itself.)
If the reload was sucessful and pog reports back that you are the 'last attacker' of your current target, you must have hit him, so he can be disrupted (or hits counted up towards disruption).

The rest of the script is mainly "administrative" stuff to create the turret, count up hits and balance the flight model with the turret attached. There are also a few checks to make sure nothing goes wrong and some functions to take care of contingencies.

BeerSnorkel
03-31-2004, 01:18 PM
What does this disruptor replace? The ACME bolt on PBC turret?
not a gunbabe!!! :weird:

MajorTom
03-31-2004, 02:58 PM
It doesn't replace a gunbabe.
Actually it doesn't replace anything at all since it is a completly new addition thats mounted per mod script on an empty dockport. ( to mount it or remove it you activate/deactivate the mod in extras)

The comment about the "Dock on Turret" is only in reference to a failsafe function in the script:
The Disruptor Gun Turret won't work if you have the Dock on Turret mounted (because you wouldn't have a free dockport and some missions require you to dock at stations ect.)

(You'll get a warning if you try to use the turret)

MajorTom
03-31-2004, 07:50 PM
I forgot to mention, the bolt of the Disruptor cannon looks like this:

http://feeling42.bei.t-online.de/stuff/starwars/ioncannon/coolBlt1.jpg

Of course, thats a completly different ship from a completly different mod, but the bolt is the same.

Btw, It is also be possible to give the Ai pilots in the SP game a disruptor gun too (well at least some of them).
Since they are more or less randomly created by the traffic scripts the AI with disruptors would show up equally randomly

I have a script (already well tested) that will activate the AI version of the disruptor PBC. If anyone is interested I could whip up a mod for that too within a couple of hours.

Unheard Of
04-01-2004, 05:10 AM
Tie-Interceptor? In I-War? :weird:
Who did the model?

bentmick
04-01-2004, 05:59 AM
I tried the Disruptor out last night, and I like it.

Excellent work.

MajorTom
04-01-2004, 07:11 AM
Originally posted by bentmick
I tried the Disruptor out last night, and I like it.

Excellent work.

Thanks, glad to hear you like it :D
The final version will allow you to set the number of hits required to disrupt other ships and also adjust the disruption time.

Originally posted by Unheard Of
Tie-Interceptor? In I-War?
Who did the model?

Second Chance did it. He did a great job on a Tie Fighter too and also has a X-Wing done

The Ties are part of a multiplayer Star Wars mod for EOC. It'll have lots of new technical features like disruptor PBCs, functional airfoils coupled with model speed/manouverability, (maybe even a tractor beam). Also: coop play missions are planned.

However: the Disruptor Gun Turret mod in this thread is for the SP game.

BeerSnorkel
04-01-2004, 09:25 AM
Originally posted by MajorTom
...you'll see a bright blue bolt speeding at your target, and you can have a blast disrupting other ships, and gunstars
You can also pilot your ship from the Turret 'Station'.

Current Hit requirements per ship type to fully disrupt a ship:

Patcom and smaller ships 1 hit, disrupted 18 secs
Interceptors and Corvette, 2 hits, disrupted 18 secs
Freighters and Bastille class destroyer 3 hits, disrupted 20 secs
Destroyer 4 hits, disrupted 25 secs
Gunstars and cruiser 5 hits, disrupted 25 secs
Carriers 6 hits, disrupted 25 secs.

Each hit will always disrupt the targets shields for 5 secs.
regardless of ship size. And, the Gun does considerable damage
too.


All very nice. Does this thing do anything to the chaos bugs/vermin? If not - at least it gives you something else for the marauders.
Is this thing available right away or do you have to complete any of the missions or trade some :haha: frozen sewage?:haha:

BeerSnorkel
04-01-2004, 09:29 AM
I am betting the mega freighters would be more like the carriers and need 6 or more blasts:rolleyes:

MajorTom
04-01-2004, 09:59 AM
Originally posted by BeerSnorkel
All very nice. Does this thing do anything to the chaos bugs/vermin? If not - at least it gives you something else for the marauders.
Is this thing available right away or do you have to complete any of the missions or trade some :haha: frozen sewage?:haha:

It doesn't disrupt the aliens (they are life forms that won't be damaged by EMP). Actually it doesn't bother them much at all since it's not an Antimatter type weapon.

Otherwise you can disrupt any ship (or gunstar) with it and damage them too.

It is avaliable the moment you activate the mod, but you can't use it in act 0 because neither the Storm Petrel nor the Comsec can support the Disruptor Gun Turret

I am betting the mega freighters would be more like the carriers and need 6 or more blasts [/B]

Oops, You're right! Sorry, I didn't think about that.
Currently the Mega freighters will be disrupted with 3 hits just like other freighters.

Edit:
Also, you can't disrupt subsystems with it so be sure you have the ship itself targeted and not the ships cargo, crew, thrusters ect.
/Edit

BeerSnorkel
04-01-2004, 10:51 AM
Sorry, I didn't think about that.

You don't even think about saying that. Not needed.

Ummm. This turret can be switched to auto mode? Not that personally blasting the bad guys isn't great. What about the
'Self defense module' ? When you are in the turret blasting away, does the 'Self Defense module' take over the driving?

Thanks again,

MajorTom
04-01-2004, 06:20 PM
No, the turret cannot be switched to auto mode.
A disruptor gun is a exceptionally unique and sophisticated weapon. It should only be in the hands of a responsible human. :D

When you switch to the turret you still have control of your ship through the rem connection to it, so the Self Defense Module software won't kick in.

The Self Defense Module software will however function properly while the Disruptor Gun Turret is mounted, for example when you rem connect to a fighter.
The Self Defense Module can't use the disruptor though because of the reason above. ;)

Do I get a bonified Beersnorkel QA approval for the "hack-o-matic Kludge of the year" now? :rolleyes:

BeerSnorkel
04-02-2004, 09:42 AM
[i]
Do I get a bonified Beersnorkel QA approval for the "hack-o-matic Kludge of the year" now? :rolleyes: [/B]

:weird: Yes. wait, ....(scratches through 'Authentic' and writes 'Bona Fide' on BeerSnorkel QA : Nobel IWAR2 Hack O Matic Kludge of the year award) Heck yes. :up: :up: :up:

Jafs is the presenter at this years ceremony.

MajorTom
04-03-2004, 07:12 PM
Thank you very much, BeerSnorkel, Sir!
Hmmm, I wonder how this will look in my CV. :bulb:

Anyhow folks, grabit, it's been QA approved!

ogremagi
04-05-2004, 04:35 AM
Sweet!

*..reloads game..*