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

Title: Fighter Beams
Post by: Krackers87 on April 12, 2003, 05:26:39 pm
how do you put beam cannons on fighters with fred open
Title: Fighter Beams
Post by: Corhellion on April 12, 2003, 06:19:43 pm
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
Title: Fighter Beams
Post by: Bobboau on April 12, 2003, 06:38:40 pm
you don't,
it's done in the tables, just treat you're fighter beam as you would any normal weapon
Title: Fighter Beams
Post by: WMCoolmon on April 12, 2003, 06:40:49 pm
Gunnery control, commence plasma injection!
(http://members.cox.net/~wmcoolmon/images/welcome.gif) :cool: :D
Title: Fighter Beams
Post by: Krackers87 on April 13, 2003, 12:25:56 am
dammit how do you do it in the tables

and whats welcome beam?
Title: Fighter Beams
Post by: Bobboau on April 13, 2003, 12:29:40 am
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?
Title: Fighter Beams
Post by: Killfrenzy on April 13, 2003, 07:24:07 am
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. :)

Code: [Select]

; ----------------------------------------------------------------------------------
; 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:
Title: Fighter Beams
Post by: JC128 on April 18, 2003, 02:06:23 pm
I just added damage to the targeting beam, im lazy :nod:
Title: Fighter Beams
Post by: Killfrenzy on April 18, 2003, 05:50:50 pm
Simple, but....

BORING!!![/b] :D:D:D
Title: Fighter Beams
Post by: JC128 on April 18, 2003, 07:24:07 pm
Agreed it wasn't much of a challenge that way :p
Title: Fighter Beams
Post by: Killfrenzy on April 19, 2003, 08:25:45 am
Well, it's a start.

Once you've got the basics, you can create whole new weapons!
Title: Fighter Beams
Post by: Krackers87 on April 20, 2003, 11:34:16 am
Quote
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
Title: Fighter Beams
Post by: Bobboau on April 20, 2003, 02:04:41 pm
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