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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: CODEDOG ND on October 26, 2002, 06:17:46 pm

Title: My new weapons and effects
Post by: CODEDOG ND on October 26, 2002, 06:17:46 pm
***Copy and Paste***

http://www.angelfire.com/scifi2/solwars/Weapons_Testing.zip


Notes:

1.  The sun and thruster glows, missile trails and planets are NOT mine.  They are from Carl's FX mod.  However, I made the nebulas and the laser effects.

2.  You are probably wondering what the hell is a hawking-class cruiser.  It's supposed to be the last upgrade to the Fenris series of cruisers with a heavy hull and a faster speed.

3.  The blue guns coming off the capital ships are my new Terran Huge Turrets.  It's faster quicker and does a lot of shield and subsystem damage and moderate hull damage.  Hope you are quick with adjusting shield quadrants.

4.  I couldn't get many of my terran turret and terran weak turrets to shoot b/c the Orion nor Hawking carry more than two or three.  

5.  Erato laser is the yellow fighter laser.  Moderate hull damage with lots of shield and subsystem damage.  Doesn't shoot very fast however.

6.  Cato laser is the blue fighter laser.  Light hull damage with moderate shield and subsystem damage.  Shoots pretty fast.

7.  Creon missile is the single fire missile with the yellowish trail.  Light hull damage and light shield damage, but you can care a fair number of them and they cause an emp shockwave that you have to be right up on the enemy to get caught in your own, so it is not nearly as annoying as the EMP Pulse.  However, it's only a dumb fire missile, but it sure is fun.  Especialy when your fighting and the enemy hits you with one.  The EMP only lasts 5 seconds.

8.  Strato missile is the 6 round firing missile that swarms.  Medium to Light hull damage.  Better against transports then anything, but it is easy to swarm a light cruiser with them and take'em down.  Fires 6 at a time you can carry 120 with the Hercules Mk 1 and they fly like a bomb and are dumbfire.  Gives a pretty cool effect because it's not like shooting a machine gun at something now, and more or less feels like a rocket pod.

9.  I know the beam needs a little tweaking, but it's a lower powered beam.
Title: Weapons and effects testing
Post by: Anaz on October 26, 2002, 07:04:13 pm
Quote
the assembled mob cries out
SCREEN SHOTS! SCREEN SHOTS!!
Title: Weapons and effects testing
Post by: CODEDOG ND on October 26, 2002, 07:06:26 pm
copy and paste the link you doof!
Title: Weapons and effects testing
Post by: Solatar on October 26, 2002, 07:16:08 pm
Sounds nice. Pics are okay I guess. But they just show the weapons. Any chance we could have some of these weapons to try out?
Title: Weapons and effects testing
Post by: CODEDOG ND on October 26, 2002, 07:23:53 pm
Yea I'm working on that.  Trying to fine tune a couple of them for so other people try them out.  Right now most of the missiles are just using existing pofs until I finish them, and then they will have their own pofs.

update:  The Strato has been scaled down.  I'm using the hornet model for it now.  It just looked too big for that small of damage.
Title: Weapons and effects testing
Post by: CODEDOG ND on October 26, 2002, 07:29:32 pm
Here, try this...not all the way finish, but you don't have to d/l any new effects or models to use it.  Just add it to your weapons .tbl and put it on a ship in your ship .tbl.




$Name:                                  Strato
+Title:                                 XSTR("GTM Strato", 3319)
+Description:
XSTR(
"Standard Issue
High-Payload Dumbfire", 3318)
$end_multi_text
+Tech Title:               XSTR("GTM Strato", 3319)
+Tech Anim:                  Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR("
"3320)
$end_multi_text
$Model File:                     NewHornet.pof
$Mass:                           0.1
$Velocity:                        95
$Fire Wait:                        1.0
$Damage:                        60                                        ;; damage applied when within inner radius
$Blast Force:                     0.2
$Inner Radius:                     10.0                                       ;; radius at which damage is full (0 for impact only)
$Outer Radius:                     20.0                                       ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:                  80                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:                     0.9
$Shield Factor:                     0.5
$Subsystem Factor:                  0.6
$Lifetime:                        30.0
$Energy Consumed:                  0.0                                       ;; Energy used when fired
$Cargo Size:                     0.5                                       ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$Swarm:                     6
$LaunchSnd:                        90                                        ;; The sound it makes when fired
$ImpactSnd:                        88                                        ;; The sound it makes when it hits something
$FlyBySnd:                        -1
$Rearm Rate:                     12.0                                       ;; number of missiles/sec that are rearmed
$Flags:                           ("in tech database" "player allowed")                  
$Trail:                                       ;; Trail cannot be set if Exhaust is set
   +Start Width:                  0.1                                       ;; Width of trail nearest missile
   +End Width:                     0.2                                       ;; Width of trail before it "evaporates"
   +Start Alpha:                  1.0
   +End Alpha:                     0.0
   +Max Life:                     0.3                                       ;; how many seconds before trail disappears
   +Bitmap:                     MissileTrail04                              ;; Bitmap used to draw trail
$Icon:                           iconTempest
$Anim:                           Tempest
$Impact Explosion:                  ExpMissileHit1
$Impact Explosion Radius:            3.0

;--------------------------------------------------------------------------------

$Name:                                 Creon
+Title:                                XSTR("GTM-45 Creon", 3353)
+Description:
XSTR(
"Standard Issue
Electronic Warfare", 3354)
$end_multi_text
+Tech Title:               XSTR("GTM-45 Creon", 3355)
+Tech Anim:                  Tech_GTI_TAG_Missile_A
+Tech Description:
XSTR(
""3356)
$end_multi_text
$Model File:                     taga.pof
$Mass:                           20.0
$Velocity:                        400.0
$Fire Wait:                        3.0
$Damage:                        45                                       ;; damage applied when within inner radius
$Blast Force:                     10.0
$Inner Radius:                     10.0                                    ;; radius at which damage is full (0 for impact only)
$Outer Radius:                     30.0                                    ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:                  80                                       ;; velocity of shockwave.  0 for none.
$Armor Factor:                     0.5
$Shield Factor:                     1.2
$Subsystem Factor:                  2.25
$Lifetime:                        5.0
$Energy Consumed:                  0.0                                       ;; Energy used when fired
$Cargo Size:                     4                                       ;; Amount of space taken up in weapon cargo
$Homing:                        NO                                             ;; Extra pixels to move after catching up
$LaunchSnd:                        92                                           ;; The sound it makes when fired
$ImpactSnd:                        88                                           ;; The sound it makes when it hits something
$FlyBySnd:                        -1
$Rearm Rate:                     1.0                               ;; number of missiles/sec that are rearmed
$Flags:                           ( "player allowed" "EMP")
$Trail:                                                                              ;; Trail cannot be set if Exhaust is set
   +Start Width:                  0.25                                         ;; Width of trail nearest missile
   +End Width:                     0.5                                          ;; Width of trail before it "evaporates"
   +Start Alpha:                  1.0
   +End Alpha:                     0.0
   +Max Life:                          0.3                                          ;; how many seconds before trail disappears
   +Bitmap:                     MissileTrail02                              ;; Bitmap used to draw trail
$Icon:                           iconTagA
$Anim:                           tagA
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius:               10.0
$EMP Intensity:                        25.0
$EMP Time:                             5.0