Author Topic: No Beam-Piercing Effect  (Read 6847 times)

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Offline Mobius

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Re: No Beam-Piercing Effect
Sorry if my upcoming request is a bit OT, but... can anyone please post working table entries of the piercing effect? I'm used BP's as a template, made the necessary changes to weapons.tbl and armor.tbl and tried it ingame: it didn't work properly, and when I made additional changes I don't remember ATM it stopped working at all.

Beam weapon effect here. I haven't tested the negative value for splash effect velocity, though:


Code: [Select]
    +Beam Flash Effect: ParticleSmoke01
    +Beam Flash Radius: 70.0
    +Beam Piercing Effect: exp06
    +Beam Piercing Radius: 70.0
    +Beam Piercing Effect Velocity: 500.0
    +Beam Piercing Splash Effect Velocity: -500.0
    +Beam Piercing Effect Variance: 0.0
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Offline General Battuta

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Re: No Beam-Piercing Effect
Wait for the 3.6.12 MVPs. The beam pierce effect has been ported to the MVPs and improved.

 

Offline Fury

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Re: No Beam-Piercing Effect
Those values in the code snippet should work fine. You really need to reduce that splash effect velocity though. Velocity of 200 and splash velocity of 10 should be fine.

 

Offline Mobius

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Re: No Beam-Piercing Effect
Wait for the 3.6.12 MVPs. The beam pierce effect has been ported to the MVPs and improved.

Ok, thanks. I've been working on armor.tbl and weapons.tbl for hours, but to no avail. Will wait for the new MVPs, then. :)

Those values in the code snippet should work fine. You really need to reduce that splash effect velocity though. Velocity of 200 and splash velocity of 10 should be fine.

Will do, but the problem is that I don't see anything other than an additional explosion effect when the beam hits. Also, beams seem to pierce all cruiser-sized ships (and smaller) by default.  :wtf:
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Offline General Battuta

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Re: No Beam-Piercing Effect
Sounds like a problem with your armor.tbl. Beams should only pierce when ships drop below 10% health.

 

Offline Mobius

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Re: No Beam-Piercing Effect
Code: [Select]
$Damage Type: CapBeam
    +Calculation: Multiplicative
    +Value: 1.00
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default
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Offline Fury

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Re: No Beam-Piercing Effect
Also, beams seem to pierce all cruiser-sized ships (and smaller) by default.
By this I assume you mean the beam pierces small ships right upon impact? It is not an issue with beam piercing effect or armor.tbl, it's an issue with beam's width.

The wider the beam is, the higher chance there is that the impact area is not large enough to contain the beam. Which results in beam going right through. If you're using mediavps and retail beams, this is a known issue as mediavps 3.6.10 added those additional beam sections that made beams significantly wider than what they were in retail. This has since been fixed through .12 addition +BeamWidth to scale beams back to their retail widths without altering visuals.


You armor type entry looks fine as well, except that you don't need damage calculation part.

 

Offline Mobius

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Re: No Beam-Piercing Effect
Oh, I get it. So, if I reduce width, I may actually get the piercing effect?

The damage calculation part is just an example. I got it from an armor type which sustains normal damage from capship beams, but I make use of armor types with different multipliers. :nod:
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Offline General Battuta

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Re: No Beam-Piercing Effect
You can use the new 3.6.12 +BeamWidth field to change the width of your beams without having to alter the graphics.

 

Offline Fury

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Re: No Beam-Piercing Effect
Nope, those two have nothing to do with each other. I don't know what your problem is, both effect and armor type bits look correct here.

You don't need to set damage calculation if damage taken is 1.0.

 

Offline Mobius

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Re: No Beam-Piercing Effect
I'll reduce the width back to 40 or so meters, hoping that it'll be enough.

You don't need to set damage calculation if damage taken is 1.0.

Yeah, it's totally unnecessary, but since there's no harm in keeping it and the value may be changed to make that armor type more or less resistant to beams... well, I'll leave it as it is. I may change it to something like this:

Code: [Select]
$Damage Type: CapBeam
    +Calculation: Cutoff
    +Value: 800
    +Weapon Piercing Effect Start Limit: 5
    +Weapon Piercing Type: Default

:)
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Re: No Beam-Piercing Effect
Interesting how my simple question transform into some complex discussion about table entries :)

 

Offline Mobius

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Re: No Beam-Piercing Effect
Argh, sorry for posting in your thread but my problem has something in common with yours and I thought this was the perfect place to ask for help... :(
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Re: No Beam-Piercing Effect
Of course, i don't mind... my problem was solved after a few minutes.