Difference between revisions of "Sniper Gun"

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For heavy mounts use "snipergun-heavy", "snipergun-heavy-l" or "snipergun-heavy-r".
 
For heavy mounts use "snipergun-heavy", "snipergun-heavy-l" or "snipergun-heavy-r".
  
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like "snipergun-yournewgun". The condition script allow usage of sniper guns in any subentity which start If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use "snipergun-heavy-yournewgun" which can hold the [[#Heavy Sniper Gun|Heavy Sniper Gun]].
+
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like "snipergun-yournewgun". The condition script allow usage of sniper guns in any subentity which start the datakey with "snipergun". If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use "snipergun-heavy-yournewgun" which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].
  
  

Revision as of 11:49, 12 February 2016

KraitSG2.png

Description

Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.

Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:

Asp SG, Boa SG, Cobra Mark III SG, Fer-de-Lance SG, Krait SG, Viper SG.

Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also.

Krait SG has 3 Sniper Guns which produce single heat with Separated Lasers due to mounted enough far from each other.

For Heavy Sniper Gun you need at least a Python SG or Prototype Boa.

Sniper Gun

The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.

The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.

This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.

SniperGun.png

Heavy Sniper Gun

Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow the double damage without faster overheat! Designed for ships over 250t mass like Python or Prototype Boa.

HeavySniperGun.png

Comparsion

Minimal
Ship
Mass (t)
Separation
need (m)
Range (km) Damage/s Damage
/Heat
Damage
before
OverHeat
Energy
/Shot
Damage
/Shot
Delay Heat
/Shot
Tech Cost Color
Sniper Gun 30 50 20 120 6 1680 1 30 0.25 5 10 20000 Red
Heavy Sniper Gun 250 100 25 240 12 3360 2 60 0.25 5 12 200000 Blue
Military Laser 0 30 30 120 2.82 700 1.1 12 0.1 4.25 11 6000 Magenta


Sniper Ships

Asp SG

Has 1 forward and 1 aft Sniper Gun.

AspSG.png


Boa SG

Hold 2 central Sniper Guns, not separated.

BoaSG.png


Cobra Mark III SG

Has 3 Sniper Guns, not separated.

CobraSG.png


Fer-de-Lance SG

Hold 2 central Sniper Guns, not separated.

FerSG.png


Krait SG

Has 3 separated Sniper Guns! Available in shipyards for the player.

KraitSG.png


Prototype Boa

Griff's Prototype Boa contain a Heavy Sniper Gun over the nose and 4 turrets around the ship.

Griff boa.jpg


Python SG

Use 3 separated Heavy Sniper Guns!

PythonSG.png


Viper SG

Equipped with a single Sniper Gun. Available in shipyards for the player.

ViperSG.png


Screenshots

Using Cobra Mark III SG:

CobraSG2.png


Twin Sniper Guns of Fer-de-Lance SG:

FerSG2.png


Subentities

Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a "snipergun-dummy" subentity is added into the ship.

There are 3 model variants in this package: "snipergun" is the central weapon, "snipergun-l" and "snipergun-r" could be used in wingtips.

For heavy mounts use "snipergun-heavy", "snipergun-heavy-l" or "snipergun-heavy-r".

If you make a new gun subentity and want to be usable for Sniper Gun then name the datakey like "snipergun-yournewgun". The condition script allow usage of sniper guns in any subentity which start the datakey with "snipergun". If your gun is really big and your ship.mass is over 250t then you can use "snipergun-heavy-yournewgun" which can hold Heavy Sniper Gun.


Asp SG use the following lines in shipdata.plist:

       "asp-sg" =
       {
               like_ship = "asp";
               accuracy = 7;
               auto_weapons = 0;
               aft_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
               forward_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
               frangible = no;
               has_ecm = 1.0;
               has_energy_bomb = 0.1;
               has_escape_pod = 1.0;
               has_shield_booster = 1.0;
               has_shield_enhancer = 0.75;
               name = "Asp SG";
               subentities = ( //forward and aft guns
                       { subentity_key = "snipergun"; position = "0.0 -2.2 38.0"; },
                       { subentity_key = "snipergun"; position = "0.0 4.5 -30.5"; orientation = "0 0 1 0"; }
               );
               view_position_aft = "0.0 7.7 -39.5811";
               view_position_forward = "0.0 2.62065 50.1318";
               weapon_facings = 3;
               weapon_position_aft = "0.0 4.5 -58.1";
               weapon_position_forward = "0.0 -2.26444 65.1456";
       };

The "orientation" within the second subentity is set to "0 0 1 0" which turn the gun backwards for the aft mount.


Boa SG and Fer-de-Lance SG use "snipergun-l" and "snipergun-r" models to make a Twin Sniper Gun:

        forward_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
        subentities = (
                { subentity_key = "snipergun-l"; position = "-1.15 5.0 54.0"; },
                { subentity_key = "snipergun-r"; position = "1.15 5.0 54.0";  }
        );
        weapon_mount_mode = "multiply";
        weapon_position_forward = ("-1.15 5.0 82.3", "1.15 5.0 82.3");


Ships like Prototype Boa with custom gun models must use a "dummy" subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.

       "griff_prototype_boa-PLAYER" = {
               forward_weapon_type = "EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN";
               subentities = (
                               { subentity_key = "snipergun-heavy-dummy"; },


Python SG has separated heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis (the third number in positions) to get more than 100m diagonally.

               forward_weapon_type = "EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN";
               subentities = (
                       { subentity_key = "snipergun-heavy"; position = "0.0 0.3 65.5"; },
                       { subentity_key = "snipergun-heavy-l"; position = "-37.0 0.0 -35.0"; },
                       { subentity_key = "snipergun-heavy-r"; position = "37.0 0.0 -35.0";  }
               );
               weapon_mount_mode = "multiply";
               weapon_position_forward = ("0.0 0.3 123.0", "-37.0 0.0 29.3", "37.0 0.0 -38.0");


Credits

Gun model made by Griff, Textures and fragment shader are from Iguana in Staer9's Shipset.


License

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0. If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.


Download

Sniper_Gun_1.0.oxz (313 downloads).


Changelog

2016.02.12. v1.0  First release.


Quick Facts

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