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Multiplayer White Star beam bug

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Trivial Psychic:
If you're referring to the #player version of the Whitestar beam, I made it some time back because I didn't want the player to be limited by the default fire time for the main gun.  Using a standard beam means that when you click that trigger, the beam will fire for its listed duration regardless of whether it only takes a fraction of a second to take out the target.  I wanted the player to have the option of firing in only short bursts, or in sustained beam.  I did that by virtually eliminating warmup and warmdown times, and giving the beam a very short duration.  I'm not sure if I quite got the energy consumption balanced between the two versions though.  I retained a standard beam for the AI, because I wasn't sure if the AI would handle the rapid-fire version well at that time.

Vidmaster:
which actually sounds very smart to me Trivial  :yes:

FUBAR-BDHR:
So if we don't break any existing mission we can just remove the "player allowed" flag from the standard version of the beam since it seems like that was the way it was supposed to be. 

Vidmaster:
is there definitly no Whitestar anywhere? What's with B5's StarFury missions?
And what happens if you pick one during RaiderWars bonus play?

FUBAR-BDHR:
Vid I think your misinterpreting the solution.   

Whitestar will remain player allowed and flyable.  Right now both the WS beam and the WS beam$player version are player allowed.  The standard version should not be player allowed so just removing that flag should go a long way to resolving the issue.  The only thing it would break is any mission where the WhiteStar is the player ship and wasn't given the #player version of the beam.  That we will have to check for. 

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