Author Topic: Is this normal for beams?  (Read 2894 times)

0 Members and 1 Guest are viewing this topic.

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Is this normal for beams?
I tried to built a fighterbeam as suggested by StratComm some time ago and ended with the following table entry (mainly copy-pasted from HLP forums):

$Name: Beam
+Title: XSTR("GTW Beam", 3246)
+Description:
XSTR(
"Standard issue
", 3247)
$end_multi_text
+Tech Title:             XSTR("ML-16 Laser", 3248)
+Tech Anim: cb_ml16
+Tech Description:
XSTR(
" ", 3249)
$end_multi_text
$Model File:                           none
@Laser Bitmap:                        laserglow06
@Laser Glow:                        2_laserglow03
@Laser Color:                        190, 150, 250
@Laser Color2:                        190, 150, 250
@Laser Length:                        7.0
@Laser Head Radius:                   0.90
@Laser Tail Radius:                   0.30
$Mass:                              0.0
$Velocity:                           500000.0      
$Fire Wait:                         0.35            
$Damage:                           5.0
$Armor Factor:                        0.1
$Shield Factor:                         1.0
$Subsystem Factor:                     0.1
$Lifetime:                           2.0         
$Energy Consumed:                        5.0      
$Cargo Size:                        0.0          
$Homing:                           NO
$LaunchSnd:                         83            
$ImpactSnd:                         85            
+Weapon Range:                        100000         
$Flags:                            ("player allowed" "beam" "no Pierce shields")
$Icon:                                 iconPromS
$Anim:                                 Kayser
$Impact Explosion:                     none  
$BeamInfo:                              
   +Type:                  2            
   +Life:                   0.1            
   +Warmup:                0            
   +Warmdown:               0            
   +Radius:                1.0            
   +PCount:               0            
   +PRadius:               0            
   +PAngle:               0.0            
   +PAni:                  particleexp01   
   +Miss Factor:            0.0 0.0 0.0 0.0 0.0         
   +BeamSound:               0            
   +WarmupSound:            0            
   +WarmdownSound:            0            
   +Muzzleglow:         beamglow5      
   +Shots:                  0            
   +ShrinkFactor:            0.0         
   +ShrinkPct:               0.0   
   +Range: 900   ;   Maximum range of a beam
   +Attenuation: 0.5   ;From 0.0 to 1.0 indicates the point at wich the beam's damage will start to degrade      
   $Section:                        
      +Width:               0.5            
      +Texture:            beam-white      
      +RGBA Inner:         255 255 255 255   
      +RGBA Outer:         150 150 150 10   
      +Flicker:         1.0      
      +Zadd:               2.0            
   $Section:                        
      +Width:               0.75         
      +Texture:            beam-purple2      
      +RGBA Inner:         160 160 0 255   
      +RGBA Outer:         60 60 0 10      
      +Flicker:            1.0            
      +Zadd:               1.0            
   $Section:                        
      +Width:               1.0      
      +Texture:            beam-purple
      +RGBA Inner:         255 0 0 255
      +RGBA Outer:         60 0 0 10
      +Flicker:            1.0
      +Zadd:               0.0

Haven't given it to AI pilots yet but i'm getting odd effects when i'm firing this thing at any fighter. If i aim at the center of the fighter the beams fire at targets edge (ie. deviating from primary banks normal). They do still hit the target (shield effects can be seen)  but it looks very odd. It seems like these beams would never ever hit the model itself but will still damage it. Against capships and any target without shields (including fighters with badly damaged shields) they work fine when they are fired.

I'm using the 3.6.7 release

Pic here if this later one doens't show

Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Prophet

  • 210
  • The know-it-all
:eek2:

In response to your question is it normal - Hell NO!
Could it be the beam type? It's long time since I've done any tabling and I don't remember what type that (type 2) is. What is it supposed to be on a fighter beam? Or is it relevant?
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Hmm, in ZylonBanes Beam FAQ the type 2 beam is a targetting laser type beam, and type 4 is fixed firing beam. But it really doesn't matter, i get similar result with both beam types (both miss the target AND do damage to the targets shields). It seems that it doesn't randomly miss the target but rather fires the beams at the same location close to the model (missing the target model) as long as target has any shield power remaining. And if only one of the two beams (mounted on Ulysseus) misses the other one gets twisted alone and that looks really freaky.

From ZylonBane's FAQ

BEAM TYPES
These numbers appear in the weapons.tbl entry for each beam.
0       anti-cap (only targets capital ships)
1    anti-cap slash (also only targets capital ships)
2    targetting laser (not used in the game; only fighter-mountable beam; no damage)
3    anti-fighter (fires three short bursts at fighters, or single long burst at caps if no fighters around)
4    fixed (only fires straight forward)


EDIT:
I haven't used fighterbeams ever before so i didn't know what to expect, hence the question 'is this normal'...
« Last Edit: September 24, 2005, 09:19:15 am by 2625 »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Coud it be due to incorrect normals on the firepoints?
The Trivial Psychic Strikes Again!

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
I'm using the standard SCP media vps, not mv_adveffects.vp though. There seems to be a fighter01.pof in mv_effects.vp and it has good firepoints (IMHO) so it doesn't seem to a problem with incorrect normals of the firepoint... (Ulysseus did use fighter01.pof?)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Shouldn't matter what the firepoint normals are.  They game uses a hardcoded value IIRC.  Could be the low-polyness of a typical shield mesh doing goofy things with beams, or it could be targeting retical drift due to an uncentered eyepoint.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
It' like every weapon (not only beams!) hit the shield in exactly the same spot. A bit like auto aming. They have to be close enough to the target though.

I was able to achive this kind of effect. It's pretty cool somehow. ;)

--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Descenter

  • 27
  • Gamers Rule, but so do Thoes Who Make Them
    • Minecraft
    • Steam
See what we need is a beam that does a corkscrew.  That would be funny to see on some capital ships.
"War is like playing a game of chess.  You move units on a field, and stratiegically try to weaken the opposing force, a sort of... elequent ballet.  Sure you might lose a few units,.... but, at times, it all part of the plan..."

"Most of the human race really don't give a damn.  Well I do, and I try to do something about it by giving a damn."

 

Offline FireCrack

  • 210
  • meh...
Autoaiming... like in I-war 2? Someone sugested a "Tracking" flag a long while back for things like this, but now it's a bug (and an odd one at that)
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Should this be... well... um ... mantisfied?

EDIT: Bug reported to Mantis
« Last Edit: September 26, 2005, 03:19:39 am by 2625 »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline BlackDove

  • Star Killer
  • 211
  • Section 3 of the GTVI
    • http://www.shatteredstar.org
Hmm you have the Markules 3....

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Try this... Before Omni's fixed phasers I made one (actually a Getter Beam for the Mecha) same thing.


$Name:                          Getter Beam
+Title:                         XSTR("Getter Beam", -1)
+Description:
XSTR(
"Fires a stream of Phased particles.
Level 3 Hull Damage ", -1)
$end_multi_text
+Tech Title:                    XSTR("Getter Beam", -1)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description:
XSTR(".", -1)
$end_multi_text
$Model File:                  none
@Laser Bitmap:                beam-red
@Laser Glow:                  beam-red
@Laser Color:                           69, 42, 172
@Laser Color2:                           69, 42, 172
@Laser Length:                           15.0
@Laser Head Radius:                     5.5
@Laser Tail Radius:                     5.0
$Mass:                                 4.08
$Velocity:                             1800.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.15                             ;; in seconds
$Damage:                               10
$Armor Factor:                           1.3
$Shield Factor:                        1.0
$Subsystem Factor:                     1.0
$Lifetime:                             2.0
$Energy Consumed:                        1.0                              ;; Energy used when fired
$Cargo Size:                           0.0                              ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            179                               ;; The sound it makes when fired
$ImpactSnd:                            88                               ;; The sound it makes when it hits something
$Flags:                                ( "beam" "player allowed" "stream")
$Icon:                                 aroraicon
$Anim:                                 Newton
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:         2         ;; 0 - 4 are valid #'s
   +Life:         3.5         ;; how long it lasts once the beam is actually firing
   +Warmup:      5000         ;; warmup time in ms
   +Warmdown:      1000         ;; warmdown time in ms
   +Radius:      3.0         ;; muzzle glow radius in meters
   +PCount:      82         ;; particles spewed every interval
   +PRadius:      1.2         ;; particle radius
   +PAngle:      95.0         ;; angle of the random "cone" where the particles are generated
   +PAni:         particleexp01      ;; particle ani
   +Miss Factor:      2.4 2.0 1.5 1.25 1.0    ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +Miss Factor:            2.0 3.0 2.0 3.0 0.1    ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:         179         ;; the looping beam-firing sound
   +WarmupSound:      182         ;; associated warmup sound
   +WarmdownSound:      189         ;; associated warmdown sound
   +Muzzleglow:      sfx2      ;; muzzle glow bitmap
   +Shots:            6         ;; only used for TYPE 3 beams
   +ShrinkFactor:      0.0         ;; what
   +ShrinkPct:         0.0         ;; what percentage of max width we subtract per second
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               6.0            ;; width of the section
      +Texture:            beam-white      ;; 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:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               15.0         ;; width of the section
      +Texture:            beam-red2      ;; 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:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               20.0         ;; width of the section
      +Texture:            beam-red      ;; 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:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe


Note this was with 3.1

« Last Edit: September 26, 2005, 04:46:32 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Same effect though it was harder to see it due those impact explosions. With large explosions it seemed like beams were firing straight but that the impact points (ie. where the explosions are seen) were not there where the beams were fired (explosions always happened at the same point regardless what part of the target you hit, just like that beam twisting). Without explosions that beam got twisted as well.
Do not meddle in the affairs of coders for they are soggy and hard to light