View Full Version : Has anyone seen any star shells?
Nisgeis
04-23-10, 04:21 AM
Has anyone seen any escort fire star shells? In SH3, they were fired and they illuminated the surrounding area, in SH4 they were fired, but didn't illuminate anything and in SH5... do they even get fired? I haven't seen any myself. HAs anyone else?
captainprid
04-23-10, 04:28 AM
Nope I don't recall any being fired. Having said that, I don't recall any concerted effort to try and sink me
doomlordis
04-23-10, 05:17 AM
never
Akula4745
04-23-10, 06:01 AM
Not yet... and they definitely had their chances.
mookiemookie
04-23-10, 08:31 AM
Been a while since I fired it up, but yes indeed, I've seen star shells.
doomlordis
04-23-10, 09:15 AM
there is a wav for firing them and a few tga files called blured_sharp_star_add.tga and blured_spikey_star_add.tga , but im not sure they are for that.
Just another feature that didnt make it i suspect.
The General
04-24-10, 03:16 AM
Has anyone seen any escort fire star shells? In SH3, they were fired and they illuminated the surrounding area, in SH4 they were fired, but didn't illuminate anything and in SH5... do they even get fired? I haven't seen any myself. HAs anyone else?Nisgeis, are you working on this as part of your wonderful AI Mod? I haven't seen any Star Shells either. In SH4 they used to be fired in a seemingly random spot i.e. nowhere near where the Sub was. If anyone can get this working, you can :up:
kylania
04-24-10, 03:37 AM
Played SH3 again tonight! Here I am sinking a Revenge Battleship from 3.5km away in the midst of a convoy. One of four torpedoes prematurely exploded, but apparently no one noticed. Once the first of the last three hit though searchlights popped up everywhere!!
We definitely need more searchlights and starshells in SH5.
http://img51.imageshack.us/img51/6905/revenges.jpg
Nisgeis
04-24-10, 12:56 PM
Nisgeis, are you working on this as part of your wonderful AI Mod? I haven't seen any Star Shells either. In SH4 they used to be fired in a seemingly random spot i.e. nowhere near where the Sub was.
In SH4, they sort of fired them towards you, but they exploded really early through their flight, so they didn't get very far. They also didn't provide any light, which was annoying. Yes, it's to do with the destroyer strategies for the AI mod. mookie has seen them, so that means they are in there somewhere, perhaps it has to be cloudy, like in SH4. Thanks for the replies everyone.
Akula4745
04-24-10, 03:07 PM
We definitely need more searchlights and starshells in SH5.
I second that emotion...
reaper7
04-27-10, 05:00 AM
The ship weapons.aix file contains info on them.
Wonder if its called?
# Ship weapons:
#
strategy ShipFire(Ship)
{
precond
{
Ship:ContactDetected()
}
strategies
{
DC,
ShipFireStarShells,
Cannons
}
}
strategy DC(Ship)
{
precond
{
Ship:GetRole() != ROLE_SPIRAL
}
strategies
{
DCRacks,
HHogs,
DCThrower
}
}
strategy Cannons(Ship)
{
precond
{
Ship:CanFireCannons()
}
action
{
Ship:FireCannons();
}
}
strategy DCRacks(Ship)
{
precond
{
Ship:CanFireDCRacks()
}
action
{
Ship:FireDCRacks();
}
}
strategy HHogs(Ship)
{
precond
{
Ship:CanFireHHogs()
}
action
{
Ship:FireHHogs();
}
}
strategy DCThrower(Ship)
{
precond
{
Ship:CanFireDCThrowers()
}
action
{
Ship:FireDCThrowers();
}
}
strategy ShipFireStarShells(Ship)
{
precond
{
Ship:CanFireStarShells()
}
action
{
Ship:FireStarShells();
}
}
Also in the ship tatics.aix file
strategy Role_Pineapple1(Ship)
{
precond
{
Ship:GetRole() == ROLE_PINEAPPLE1
}
action
{
Ship:SetGotoDestRelToContact(-500);
Ship:GotoAction(0, false, 100);
Ship:SetGotoForwardDist(1000);
Ship:EnableStarshells(true);
Ship:GotoAction(0, false, 100);
Ship:EnableStarshells(false);
newHeading = Ship:GetCurrentHeading() - 180.0;
Ship:TurnToHeading(newHeading, 1.0);
Ship:SetGotoForwardDist(300);
Ship:GotoAction(0, false, 100);
}
}
EDIT:
Just found this in the ship commander.aix file
strategy Commander(Ship)
{
precond
{
Ship:IsCommander()
}
strategies
{
#OperationPlasterComm,
OperationSpiralSearchComm,
OperationFollow,
#OperationSinglePlasterComm,
#PineappleComm,
#RaspberryComm,
TerminateOperationComm
}
}
As you can see above the Pineapple stragey is disabled - The AI ships won't call the Pineapple stratagies which have the starshells in them.
Can someone test if we change #PineappleComm to PineappleComm
will it enable the AI to use the strategy Role_Pineapple1(Ship)
Still in development stage of my UI Mod so can't test this out at the moment.
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