Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Sandwich on March 10, 2003, 06:07:52 am
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You know those electric lightning bolts that zip around a damaged ships' hull? Is there any way to code in some control over that, like assigning it to always display on a specific subobject (reactor core), or even linking it to a beam power up and have it display on the turret subobject? It would be sort of like in the endgame cutscene, where the Sath had those bolts zipping along its arms towards the powering-up subspace distortion thingy.
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I think this can be done, I remember seeing somethin like this when I first started playing with the source, but I can't be sure
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Cool! :yes: And if the intensity can be controlled... ;7 ;7 ;7
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EMP creates yellow lightning bolts. Remember that!
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Originally posted by GalacticEmperor
EMP creates yellow lightning bolts. Remember that!
Eh? What? In current FS2, you mean?
*has never used an EMP weapon*
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If a turret is hit-------->blue
If engine is down------> green (or something)
You get the picture!
It would be easy to know not just in terms of how YOU are doing
but how ALL THE OTHERS are doing.
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Actually this would be great for the First Ones for TBP. remember sigma 571. They shot lightning bolts at the vorlon planet killer.
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How about a lightning weapon effect? Something with a short range but homing capability, where the lightning bolts are dispersed randomly in front of the ship while firing. (in terms of gameplay, it would be a little like the omega cannon in D3)
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Wow! This lightning stuff would be handy indeed. I am looking forward to your accomplishments in this area. :)
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Originally posted by GalacticEmperor
EMP creates yellow lightning bolts. Remember that!
Do you mean Nebula lightning? 'cos that's not whats under discussion.
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No, I mean when a ship is affected by EMP, it's covered in yellow bolts. Try it out with the EMP missile.
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ahh. That's why I didn't know what you meant, I've never used the EMP missile.
Has anyone?
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It would be nice to see lighting bolting around a beam weapon... that was the original concept of a beam weapon i was making for my XT-01 Mod of a Hecate. The beam (dubbed: Nexus Beam Type 1 & Type 2. 1 being thin or normal sized like a BGreen, and type 2 was a spread, not like the robotech spread but large enough to wipe out smaller craft), was to be the embodiment of pure energy.... originally made with effect textures, it would be nice to do it this way.... if possible.... like a TBL flag now stating "beam has lighting".........
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a "lighting weapon" can be simulated by running a fractcals algorithm on a beam
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Originally posted by Kazan
a "lighting weapon" can be simulated by running a fractcals algorithm on a beam
hmmm..... me thinks bob should take a look on this since he implemented every other new feature involivng beams and effects....
me thinks bob should be the special effects dude.
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Originally posted by deep_eyes
me thinks bob should be the special effects dude.
:yes:
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I think that if anyone implements this it'd be fine, doesn't matter who, now does it?
To sum up:
- scriptable and event-linked (turret firing) sub-object lightning
- lightning effects along beams (perhaps around any other energy weapons as well?), as well as lightning "beams" themselves
- lightning impact effect ala EMP missile (perhaps already controllable via tables)
Did I miss anything?