Author Topic: revamped fighter beam code  (Read 12196 times)

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Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
revamped fighter beam code
...I think that's what he's talking about with the overload stuff... But then again, I have no idea.

Anyone want to post a tbl entry so us lazy buggers can try?
Freelance Modeler | Amateur Artist

 
revamped fighter beam code
Code: [Select]
$Name:                          GB Cannon
+Title:                         XSTR("Neutron Gun", -1)
+Description:
XSTR(
"Fires a stream of neutrons.
Level 3 Hull Damage ", -1)
$end_multi_text
+Tech Title:                    XSTR("Neutron Gun", -1)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description:
XSTR(
"Minbari Neutron guns cause molecular decay on the targets hull plating. Using powerful gravimetrics to control the confinement of the beam, Minbari craft use this to great advantage and are able to bring significant firepower on their target.", -1)
$end_multi_text
$Model File:                  none
@Laser Bitmap:newglo6
@Laser Color:190, 150, 250
@Laser Length:10.0
@Laser Head Radius:0.90
@Laser Tail Radius:0.30
$Mass:                          0.2
$Velocity:                    1100
$Fire Wait:                   10
$Damage:                      20
$Armor Factor:                1.0
$Shield Factor:               0.7
$Subsystem Factor:            0.7
$Lifetime:                    1.1
$Energy Consumed:             9;this is only getting fired by one point at a time
$Cargo Size:                  0.0
$Homing:                      NO
$LaunchSnd:                   84
$ImpactSnd:                   85
+Weapon Range:                1800
$Flags:                       ( "beam" "in tech database" "player allowed" )
$Icon:                        iconSD4
$Anim:                        SD4
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       5.5
$BeamInfo:
      +Type:                        3
      +Life:                        0.15
      +Warmup:                      100
      +Warmdown:                    100
      +Radius:                      4.0
      +PCount:                      0
      +PRadius:                     0.0
      +PAngle:                      0.0
      +PAni:                        particleexp01
      +Miss Factor:                 0.5 0.7 0.9 1.1 1.3
      +BeamSound: 84
      +WarmupSound:                 151
      +WarmdownSound:               157
      +Muzzleglow:                  beamglow3
      +Shots:                       1
      +ShrinkFactor:                0.0
      +ShrinkPct:                   0.0
$Section: ;; one section of the beam (you can have up to 5)
+Width: 0.25 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 0.5 ;; width of the section
+Texture: beam-green2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 1 ;; width of the section
+Texture: beam-green ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 1.7 ;; width of the section
+Texture: beam-green3 ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe


That was what I was using (Bob's Nial beam with some modifications to check if it worked with other values), see if it's just me that's got problems

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
revamped fighter beam code
Fired with a one to one and a half second interval. :nod:
Freelance Modeler | Amateur Artist

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
revamped fighter beam code
Just an idea - maybe it gets problems if you tell it to fire from more points at once than are available? :confused:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
revamped fighter beam code
I want to know why it doesn't use the ship's own gunpoints for these beams.
Freelance Modeler | Amateur Artist

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
revamped fighter beam code
it doesn't?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
revamped fighter beam code
Actually the fire wait thing isn't a problem with Bob's code, it happens with ALL primary weapons, as I've just tested the Aquila cannon from Inferno and it does the same thing =/ any value above 5 or so makes it default to the 1-2 second fire wait than Raa and me have experienced.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
revamped fighter beam code
Quote
Originally posted by Bobboau
it doesn't?


Err.. . It may just be that one beam type I tested, but it fired from the top left of the cocpit. (On the top right from outside view)

with dual fire, it fired the two with a small space between them.
Freelance Modeler | Amateur Artist

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
revamped fighter beam code
did you have a subsystem selected on your target?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
revamped fighter beam code
I doubt it. I was targetting fighters.
Freelance Modeler | Amateur Artist

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
revamped fighter beam code
Does this build have the same afterburner trail code from the 3-7-2004 build?
The Trivial Psychic Strikes Again!

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
revamped fighter beam code
yeah
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
revamped fighter beam code
whenever a weapon cycles more than one point at a time (weather it be with a beam or a weapon with "cycle") it tends to ocassionally fire a shot from from the center of the ship.

this happens with my ancients fighter, it has a ring of 21 firing points and i want to fire 3 at a time. the points are setup so that it will fire in a rotating triangular pattern. the only problem is that the code creates an extra point and breaks the pattern. at first i though it was a point limit. but while messing with the new beam code i noticed that the bug exists there as well, i also noticed that it does it no matter haw many firing points a ship has.

it seems like a ****ing error in a loop (when a loop starts counting at 0 when the programmer thinks it will start a 1 or vice versa). its a mistake i made alot in computer science. i could imagine it looping around and trying to fire when it hant anything to fire from.
« Last Edit: March 15, 2004, 11:28:30 pm by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
revamped fighter beam code
How do you get beams to cycle through firepoints anyway?

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
revamped fighter beam code
with $shots: in the beam section.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
revamped fighter beam code
Ah it sort of works, in that 2 out of the 4 gunpoints on an Erinyes actually alternate. ^_^ Must be the same sort of problem as you're having, Nuke. I wondered what was going on as I was using a Ulysees with only 2 points per bank, and it was always firing from the first point only.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
revamped fighter beam code
I found what waqs causeing the alternateing thing, but I don't have time to upload a build right now
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
revamped fighter beam code
cool
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
revamped fighter beam code
is it possible to make it so i the beam will continously fire while i have the trigger down, then stop when i let go, like it was before?
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
revamped fighter beam code
*deleted*
« Last Edit: March 17, 2004, 12:24:00 am by 158 »
"Gunnery control, fry that ****er!" - nuclear1