Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Krackers87 on April 12, 2003, 05:26:39 pm
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how do you put beam cannons on fighters with fred open
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Search is your friend, M'kay?
oh, and someone will Beam you in a while...I would but I don't have the link to the welcome beam.
Enjoy your stay!
Cor
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you don't,
it's done in the tables, just treat you're fighter beam as you would any normal weapon
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Gunnery control, commence plasma injection!
(http://members.cox.net/~wmcoolmon/images/welcome.gif) :cool: :D
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dammit how do you do it in the tables
and whats welcome beam?
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the welcom beam is tradition, and in order to explane what you need to do to get fighter beams I need to know what you're level of moding is,
do you know how to edit tables?
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I'm sure that you'll want an explanation of HOW it's done, but to get you having fighter beams quickly, stick this lot in your weapons.tbl
I usually stick it under the UD-8 Kayser. :)
; ----------------------------------------------------------------------------------
; Beam Laser
;
$Name: @Beam Laser
+Title: XSTR("Beam Laser", -1)
+Description:
XSTR(
"", -1)
$end_multi_text
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo6
@Laser Color: 190, 150, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.2 ;; in seconds
$Damage: 5
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 0.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 82 ;; The sound it makes when fired
$ImpactSnd: 27 ;; The sound it makes when it hits something
$Flags: ("player allowed" "beam")
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: none
$BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown
+Type: 2 ;; 0 - 4 are valid #'s
+Life: 0.0 ;; how long it lasts once the beam is actually firing
+Warmup: 0 ;; warmup time in ms
+Warmdown: 0 ;; warmdown time in ms
+Radius: 1.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0 ;; particle radius
+PAngle: 0.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 0 ;; associated warmup sound
+WarmdownSound: 0 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 0.5 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 0.75 ;; width of the section
+Texture: beam-yell2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 1.0 ;; width of the section
+Texture: beam-yell ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
For those who care, this is an old version of a weapon that has been DRAMATICALLY changed. But it still works.......I hope.....:nervous:
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I just added damage to the targeting beam, im lazy :nod:
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Simple, but....
BORING!!![/b] :D:D:D
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Agreed it wasn't much of a challenge that way :p
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Well, it's a start.
Once you've got the basics, you can create whole new weapons!
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Originally posted by Bobboau
the welcom beam is tradition, and in order to explane what you need to do to get fighter beams I need to know what you're level of moding is,
do you know how to edit tables?
on 1-10 id say 7.5
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I juist need to know if I need to explain how to get the tables and all that good stuff, or if you know how to do that already