this should have fully working fighter beams, fully working beam sheild hit code (It is set to only work on fighter beams, and I think aaa beams), texture tileing (specified in the table), texture translation (also specified in the table), SSM (specified in the table as well) for type 3 tag weapons, and glow points.
I want you people to make a bunch of beams and stuff to test out this stuff, how are you to do this, well...
the test weapons (fighter beams specificaly) in the table are examples of the functionality of how to make them, not the best way to make them look, in fact the fighter beam looks harid
ok here is a snip for the texture tileing and translation
$Section:
+Width: 0.1
+Texture: beam-white
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
+Tile Factor: 5.0 1
+Translation: 1.0
+Tile Factor: 5.0 1
there are two numbers here 5.0 wich is the tileing factor, and1 wich is the tileing type.
the tileing factor is basicly the level of tiling, for type 0 beams this is quite plainly the number of times the texture will tile, for type1 tileing it has an opposite effect by streching out the texture more
there are two tileing types,
type 0 wich is relitive, meaning it is the number of times the texture will be tiled accros length of the beam, this is the rendering method used in the origonal FS2 but you can make you're beams look a little sharper by raising the tile factor
and type 1 wich is abosolute, meaning the apearence of this beam section will be uneffected by it's length, this is the tiling method that has been showen in my previus EXEs
+Translation: 1.0
this is how many times in a second the texture will translate once
here is the table data for the SSM stuff
$Tag: 3 1.0
$SSM: 0
$Tag: 3 1.0
this specifies that this is a type 3 tag weapon (meaning that it is suposed to fire an SSM) with an SSM lock time of 1 seconds (lock time is for targeting lasers only)
$SSM: 0
this line indicates that this weapon will use the first entery in the SSM table, it is an index number, so it will be one number lower that the enter it is for
$SSM:
+Weapon: Harpoon
+Count: 5
+WarpRadius: 200
+WarpTime: 5
+Radius: 1200
+Offset: 5
$SSM:
+Weapon: Cyclops
+Count: 10
+WarpRadius: 200
+WarpTime: 5
+Radius: 1200
+Offset: 5
#end
there are two SSM entries here number 0 and 1
as I havn't yet gotten a glow point editor so I have included several of the altered POFs, I'm fairly sure this all works and you can't realy edit it (it is the same structure as the thruster if you realy want to) but it's there
also you will see a debug mesage I am too lazy to remove for this reliese that says there should be burner trails, but there arn't so don't wory