Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: beatspete on February 06, 2003, 03:47:12 pm
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Has anyone made a fighter laser? Probably. Like a beam, but small, like a real laser. I've been messing with the weapons TBL lately, and setting:
- A high velocity ie 300,000 not quite speed of light, but no noticable difference.
- A high laser length, ie 100000.
- Fast fire rate - 0.05
- A lifetime to determine range (range=velocity/lifetime)
It works quite well. I think you need the "stream" tag, and fiddle damage and energy use to make a reasonably realistic weapon.
There are a few minor problems, the main one is that is there isnt a visible beam - because the laser trail is streched so much you have to go to the outside view, and even then its faint. Also a loopsound is needed, the targeting laser's can be used (ref no: 115).
Using all this, you get something quite similar to the lasers of Frontier elite - a long straight beam. You can add an impact explosion, copy and paste this from one of the missiles.
A pulse laser can be made if you up the fire wait, and increase damage and energy use to make it a viable weapon.
This provides an interesting weapon, depending how high you set the damage you can get anything between a sheild tickler, an anti-fighter beam, and a BF-Red... without the visual effects :sigh: - maybee someone knows how to sort that.
It would make an intresting MOD, i recon, i could develop it further... though someones probably already done it.
What do you recon?
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:wtf: or you could just... make a fighter beam...
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Like this:
http://www.angelfire.com/space/sesquipedalian/misc/subachbeams/subach-mekhu-beams.zip
Edit: Link fixed.
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Originally posted by Bobboau
or you could just... make a fighter beam...
...dont know how to :nervous:
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See TBP R1 for Nial fighterbeam. And upcoming R2 has slightly better effect.
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Yep, R2 actually has a beam! :D
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Originally posted by Killfrenzy
Yep, R2 actually has a beam! :D
Not.
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Originally posted by beatspete
...dont know how to :nervous:
So download what I posted and look at its table entry.
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link aint working.
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didn't bob make the new type for fighterbeams? How to make those work needs to be added to the actual scp site...
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Link fixed.
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Originally posted by Mr. Fury
Not.
Oh.......thought you did........what have you done then? *Thinking of Swarm War*
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Originally posted by Killfrenzy
Oh.......thought you did........what have you done then? *Thinking of Swarm War*
R2 is progressing nicely. But there will be no source code changes in the first R2 release, except one. That one is required to give salvo firing pulse turrets their badly needed targeting accuracy.
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Fair enough, but what did you do with the Nial's neutrons to improve the effect?
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Originally posted by Killfrenzy
Fair enough, but what did you do with the Nial's neutrons to improve the effect?
IceFire tweaked the weapon's table entry a bit. It's not a big improvement if that's what you're looking after, but I guess it is the best you can achieve without a real beam.
We will move to real beam when the time is right, but not just yet.
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I don't spose you could tell me what he did? It's just all my fighters in The Swarm War need to have beams as primaries. It's because of what was said in the first post - real lasers!
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I guess it's not bad thing if I post some of the updated entry, since you can already take Nial beam from R1 tables.
$Model File: none
@Laser Bitmap: minbaring
@Laser Glow: minbaringg
@Laser Color: 170, 250, 0
@Laser Color2: 170, 250, 0
@Laser Length: 90.0;70.0
@Laser Head Radius: 1.00
@Laser Tail Radius: 1.00
$Mass: 0.01
$Velocity: 2500
$Fire Wait: 0.15 ; 0.20
$Damage: 49 ; 56
$Armor Factor: 1.0
$Shield Factor: 0.7
$Subsystem Factor: 0.8
$Lifetime: 0.7
$Energy Consumed: 0.45
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 84
$ImpactSnd: 85
+Weapon Range: 1600
$Flags: ( "in tech database" "player allowed" "stream" )
$Trail:
+Start Width: 1.0
+End Width: 1.0
+Start Alpha: 1.0
+End Alpha: 0.7
+Max Life: 0.22 ;0.19
+Bitmap: minbaringg
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
Tweak it for your own needs.
If you want REAL beams, you better talk with Bobboau and SCP team.
I have to warn tho, the effect is not cool looking when you see it from cockpit.
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Well, as long as it does the job. I've had no end of problems with the SCP. It never works!
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Fs2_open works flawlessly. Did you download Bobbaou's new improved warp.pof?
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Uh........where from?
TIP: Make a point of mentioning that to first time downloaders!
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Since I'm too lazy to search for the original thread, here: warp.pof (http://ww.3dap.com/hlp/hosted/scroll/misc/warp.pof)
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Merci! :D
EDIT: Uh, texture?
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No texture is required. This is a special case pof: FS2 renders warpmap.ani onto it instead of a regular pcx file. Simple place the pof in your models directory and run fs2_open.exe.
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Oh....
*Scuttles away*