Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: HotSnoJ on January 13, 2003, 07:04:55 am

Title: ballistic primaries idea (to add to the old)
Post by: HotSnoJ on January 13, 2003, 07:04:55 am
Can you make tracer fire like those seen on WW2 films?

$tracer:  Yes          ;;legal YES or NO Also tracers give no damage.
    +Model File:  none   ;;laser1-1.pof
    +Bitmap:         laserglow06
    +color:        255, 255, 255
    +Length:       4.0
    +Head Radius:  0.30
    +Tail Radius:  0.30
    +Skip Rounds: 10  ;; this tells how many rounds of ballistic primaries you need to shoot before a tracer is shot. So the tracer will be the eleventh round.


The eleventh round will be not for that primary bank but for the point at which the shot come out of. Do I make my self clear? The $tracer: field doesn't need to be there. I just thought a yes or no might make it a little easier for MODers.

Your thoughts people?
Title: ballistic primaries idea (to add to the old)
Post by: Nico on January 13, 2003, 08:09:58 am
you can already, make a nice primary and give it an equally nice trail.
w00t.
Title: ballistic primaries idea (to add to the old)
Post by: IceFire on January 13, 2003, 08:14:31 am
Mmmm...tracer trails.  That'd be easy to do.  Bit harder to make it look good.
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 13, 2003, 09:42:33 am
just use the standard laser code, make the laser between 30 and 100 meters long though. it would however be nice to have a flag to show the effect every few rounds insteas of each and every one. that way you can have fire rates equal to modern weapons (around 4000 rounds a minute, the highest ive ever done in freespace is 800), without the slowdown in the game.
Title: Re: ballistic primaries idea (to add to the old)
Post by: ZylonBane on January 13, 2003, 10:23:00 am
Quote
Originally posted by HotSnoJ
Can you make tracer fire like those seen on WW2 films?
A tracer is a round that gives off light. This is to aid in manual targetting.

In FS2, ALL the rounds give off light. Therefore all rounds function as tracers.

This suggestion doesn't appear to make much sense.
Title: ballistic primaries idea (to add to the old)
Post by: Nico on January 13, 2003, 10:29:45 am
you know what he means, so why the hell do you feel forced to post such crap? people... :rolleyes:
Title: Re: Re: ballistic primaries idea (to add to the old)
Post by: Shrike on January 13, 2003, 10:51:56 am
Quote
Originally posted by ZylonBane
A tracer is a round that gives off light. This is to aid in manual targetting.

In FS2, ALL the rounds give off light. Therefore all rounds function as tracers.

This suggestion doesn't appear to make much sense.
Presumably because the weapons using this would be pof objects instead of balls of glowing snot, and thus would not inherently give of light.
Title: Re: Re: Re: ballistic primaries idea (to add to the old)
Post by: HotSnoJ on January 13, 2003, 11:33:22 am
Quote
Originally posted by Shrike
Presumably because the weapons using this would be pof objects instead of balls of glowing snot, and thus would not inherently give of light.


Bingo!
Title: ballistic primaries idea (to add to the old)
Post by: ZylonBane on January 13, 2003, 12:55:03 pm
So this raises the question... why?

Real-world weapons fire rounds so quickly that the tracers come out about as often as every single round from an FS2 weapon. So if you then took a rapid-firing FS2 weapon and made only every fifth shot (a typical tracer load spacing) visible, they'd come out about as often as Prometheus shots.

I don't imagine it would be a very satisfying weapon to use. Sounds like a lot of pain for no gain.
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 13, 2003, 01:41:02 pm
ive been experimenting with weapons that fire at rates upwards of 1000 rounds per minute. its technicly impossible for the freespace engine to efficiently render that many laser shots at once, without major slowdowns. setting the engine to render only every 5 shot would allow for my insane weapons to function. id like to be able to do round mixing so that you can have shots that do different things, like cast a tracer or blow up or stuff like that.
Title: ballistic primaries idea (to add to the old)
Post by: vyper on January 13, 2003, 01:51:44 pm
I once made a Fenris fire a cannon at just below the speed of light... it didn't render. It did blow a hole in the opposing Lilith tho...

Um anyway, to make one point ZB,
Quote
Real-world weapons

Its a game... its not real, its for fun. Also, let me tell you - I made a tracer weapon using lasers and applied it to cap ships - STUNNING BATTLE-SCAPES. I think someone else did it with missile trails once too. They look great in battle and when they fill the battle-field... well lets just say I hope you put the damage on low. ;)
Title: ballistic primaries idea (to add to the old)
Post by: Goober5000 on January 13, 2003, 02:58:11 pm
He's right about the pain, though.  I spent about a month on this before I got it to work, and I'm not keen on going back to it unless there's a bug. :)
Title: ballistic primaries idea (to add to the old)
Post by: HotSnoJ on January 13, 2003, 03:22:55 pm
Quote
Originally posted by ZylonBane
So this raises the question... why?

Real-world weapons fire rounds so quickly that the tracers come out about as often as every single round from an FS2 weapon. So if you then took a rapid-firing FS2 weapon and made only every fifth shot (a typical tracer load spacing) visible, they'd come out about as often as Prometheus shots.

I don't imagine it would be a very satisfying weapon to use. Sounds like a lot of pain for no gain.


'Cuz it'd look so *insert fav curse word here* cool!

And I have a MOD idea in my head that would make good use of it.
Title: ballistic primaries idea (to add to the old)
Post by: Solatar on January 13, 2003, 03:32:08 pm
Quote
Originally posted by ZylonBane
So this raises the question... why?

Real-world weapons fire rounds so quickly that the tracers come out about as often as every single round from an FS2 weapon. So if you then took a rapid-firing FS2 weapon and made only every fifth shot (a typical tracer load spacing) visible, they'd come out about as often as Prometheus shots.

I don't imagine it would be a very satisfying weapon to use. Sounds like a lot of pain for no gain.


Maybe you don't give a **** about it, but some other people may...
Title: ballistic primaries idea (to add to the old)
Post by: ZylonBane on January 13, 2003, 03:39:00 pm
Quote
Originally posted by HotSnoJ
'Cuz it'd look so *insert fav curse word here* cool!
If the visual effect is what you're going for, why not forget about the "every Nth shot" business and just make a regular motion-blurred-tracer-looking projectile?
Title: ballistic primaries idea (to add to the old)
Post by: HotSnoJ on January 13, 2003, 04:01:43 pm
'Cuz it won't do damage inbetween those shots.

But I can live without if need be.
Title: ballistic primaries idea (to add to the old)
Post by: ZylonBane on January 13, 2003, 05:07:35 pm
Quote
Originally posted by HotSnoJ
'Cuz it won't do damage inbetween those shots.
But if you make it fire fast enough to resemble "tracer fire like those seen on WW2 films", then you'll be firing as fast as a typical FS2 weapon anyway. :doubt:
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 14, 2003, 09:12:12 am
you see, we want gau-8 avenger, but all freespace can give us is a browning 50 cal.
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 15, 2003, 01:32:45 pm
id like to be able to add custom graphics to the particle spew effect. then be able to set the arangement and number of particles.
Title: ballistic primaries idea (to add to the old)
Post by: Solatar on January 15, 2003, 03:18:26 pm
You can already do that...
Title: ballistic primaries idea (to add to the old)
Post by: Bobboau on January 15, 2003, 05:38:23 pm
ya, that was a rather complecated thing that nobody payed atention to
Title: ballistic primaries idea (to add to the old)
Post by: Solatar on January 15, 2003, 06:18:22 pm
I'm sure the coding was complicated but *voice dripping with sarcasm* the table entry was REALLY complicated:doubt:

That's one of the more useful things that has been done. I don't understand why nobody cared about it.
Title: ballistic primaries idea (to add to the old)
Post by: Nico on January 15, 2003, 06:51:14 pm
Quote
Originally posted by Hades
I'm sure the coding was complicated but *voice dripping with sarcasm* the table entry was REALLY complicated:doubt:

That's one of the more useful things that has been done. I don't understand why nobody cared about it.


Noody noticed, I think. I did not, at least, but I have some ideas of how using that in OTT now :)
Title: ballistic primaries idea (to add to the old)
Post by: Solatar on January 15, 2003, 06:59:18 pm
I'm using it for the TVWP also.
Title: ballistic primaries idea (to add to the old)
Post by: Deepblue on January 15, 2003, 09:15:36 pm
That reminds me Hades, I got some weapons for you.
How having the number of rounds it skips random so it doesnt just look like your firing at a constant rate?
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 16, 2003, 12:32:20 pm
please tell me this eldrich secret  that has eluded my 1337 modding skillz:nod:
Title: ballistic primaries idea (to add to the old)
Post by: Nuke on January 17, 2003, 03:33:55 pm
i need to know the table code for the particle stuff
Title: hyper speed beams
Post by: terrenblade on January 31, 2003, 01:08:49 pm
the way I did it for the vasudin laser, I made the beem have a realy hight energy cost, so shure you can fire realy realy fast, and you're proloubly kill your target, unless it's me :nervous:,  but while you wait for your energy to recharge, your a siting duck.