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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: vadar_1 on January 01, 2002, 12:53:00 am

Title: My repair beam didn't work....
Post by: vadar_1 on January 01, 2002, 12:53:00 am
Is it even possible to make a hard-coded repair beam? heres what i tried:

Code: [Select]
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
;        beam weapons are a very special case weapon
$Name:                          Repair Beam
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 136, 243, 249
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     0.2            ;; in seconds
$Damage:                        -500 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every

few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.10            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88              ;; The sound it makes when it hits something
+Weapon Range: 12000 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       13.0
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life:   2.5 ;; how long it lasts once the beam is actually firing
+Warmup:   1 ;; warmup time in ms
+Warmdown: 1 ;; warmdown time in ms
+Radius:   120.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are

generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0

and type 3 beams)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 122 ;; associated warmup sound
+WarmdownSound: 123 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 3 ;; 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: 2.0 ;; 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: 6.0 ;; width of the section
+Texture: beam-dblue2 ;; 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: 8.0 ;; width of the section
+Texture: beam-dblue ;; 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

all it does is seems to 'clip' through the ship its firing on, without affecting its hp. (just because its completly irrelevent, it was firing on a damaged orion)
Title: My repair beam didn't work....
Post by: vadar_1 on January 01, 2002, 12:57:00 am
oya, happy new year! and have a good Zadd (whatever the hell that means)
Title: My repair beam didn't work....
Post by: Bobboau on January 01, 2002, 02:05:00 am
Z add
how much closer the beam section is to you, smaller beam sections should have a bigger Zadd

------------------
Bobboau, bringing you products that work.............. in theory
Title: My repair beam didn't work....
Post by: Starwing on January 01, 2002, 05:28:00 am
I tried a repair beam too. I think it is impossible to create a weapon with negative damage. I tried negative damage as well as negative multipliers, but none of them did work.
Title: My repair beam didn't work....
Post by: Ace on January 01, 2002, 09:25:00 am
Try it as a standard primary weapon as opposed to a beam...

------------------
Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
Title: My repair beam didn't work....
Post by: vadar_1 on January 01, 2002, 12:28:00 pm
well i tried outfitting the maxim with it, put it on the GTM Hippy, and it fired on the orion, this time its hp flashed like it was under attack, but even at -500 per shot (and i made it so it was a stream of fire, looked cool), it still didn't change its hp.
Title: My repair beam didn't work....
Post by: Anduril on January 01, 2002, 04:29:00 pm
Dang. That's disappointing.

Just a thought- could you use a stream of invisible TAG missiles with bright trails that trigger a repair SEXP? Wouldn't look nearly as cool, but I bet you could make it work.

Or better yet, have the missiles be completely invisible, and use SEXPs to make the beam and the missiles fire at the same time- the beam doesn't do the actual repair work, but it would LOOK like it did!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: My repair beam didn't work....
Post by: Sandwich on January 01, 2002, 05:57:00 pm
I managed to get a repair weapon working once (don't remember if it was abeam or a laser weapon). IIRC, give the weapon a base damage of 1.0, and hull/shield/subsys negative multipliers, such as -1.0. Modify to taste.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

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Title: My repair beam didn't work....
Post by: Unknown Target on January 02, 2002, 06:34:00 pm
Make it a condition in Fred 2, something like this:

-fire beam (the repair beam)
-make whatever command for hull integerity to rise, it might be set subsystem strength, or something like that
Title: My repair beam didn't work....
Post by: vadar_1 on January 02, 2002, 07:46:00 pm
 
Quote
Originally posted by Unkown Target:
Make it a condition in Fred 2, something like this:

-fire beam (the repair beam)
-make whatever command for hull integerity to rise, it might be set subsystem strength, or something like that


pardon my ignorant attitude but... well duh. I said hard-coded  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: My repair beam didn't work....
Post by: CP5670 on January 03, 2002, 02:21:00 am
I remembering trying to accomplish the same thing a while ago; I was able to get the weapon to do negative damage using the same method sandwich used. (this was a normal primary weapon) It looked sort of weird though; there were all these sparks and explosions flying out of the area it hit on the ship.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

I'm not sure though, but using this type of weapon on a ship already at 100% might actually increase the hull strength beyond the ship's maximum.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Still, it might work nicely if you hide some sentry guns inside a Ganymede and make them fire those projectiles at ships coming in there; would need a bit of scripting, though.

[This message has been edited by CP5670 (edited 01-03-2002).]
Title: My repair beam didn't work....
Post by: vadar_1 on January 04, 2002, 02:56:00 pm
well i tried making the repair beam by doing what sandwich said

Code: [Select]
$Damage:                        1 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  -500.0
$Shield Factor:                 0.0
$Subsystem Factor:              -500.0

The result was, the beam simply caused 1 damage, instead of repairing. It did look pretty thou:

 (http://sccentral.phpwebhosting.com/nvop/repairbeam.jpg)
Title: My repair beam didn't work....
Post by: vadar_1 on January 04, 2002, 03:04:00 pm
no luck with the repair cannon either

Code: [Select]
$Damage:                               1
$Armor Factor: -200
$Shield Factor: -200.0
$Subsystem Factor: -200.5

 (http://sccentral.phpwebhosting.com/nvop/repaircannon.jpg)

[This message has been edited by vadar_1 (edited 01-04-2002).]
Title: My repair beam didn't work....
Post by: Gortef on January 05, 2002, 07:38:00 am
 
Quote
Originally posted by vadar_1:

  (http://sccentral.phpwebhosting.com/nvop/repairbeam.jpg)  

HOLY MAKARONI!!!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
Title: My repair beam didn't work....
Post by: Zeronet on January 05, 2002, 10:43:00 am
Vader_1 you should make a weapon like that. Multi-beam platform firing loads of low power beams with some kinetic kick to them. Imagine trying to attack that.
Title: My repair beam didn't work....
Post by: vadar_1 on January 05, 2002, 12:35:00 pm
arg, i hate when people think my name is "vader" from star wars, but anyways, i already did do that, The repulsor cannon, anti-bomber weapon that has a high miss rate so it wont be able to hit fighters that good.
Title: My repair beam didn't work....
Post by: Sandwich on January 06, 2002, 05:34:00 am
Ok, sorry all: the repair weapon I got to work wasn't a beam, it was a primary weapon (also mountable on turrets). Here's the full weapons.tbl entry:

Enjoy!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Code: [Select]
$Name: Repair Turret
+Title: XSTR("GTR SDG-8 Repair", -1)
+Description:
XSTR(
"Tactical Weapon
Hull repair", -1)
$end_multi_text
+Tech Title: XSTR("GTR SDG-8 Repair", -1)
+Tech Anim: Tech_Akheton_SDG
+Tech Description:
XSTR("This turret repairs the thing your shooting at, but not the shields...", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow10
@Laser Glow: 2_laserglow03
@Laser Color: 146, 61, 155
@Laser Color2: 155, 61, 146
@Laser Length: 12.0
@Laser Head Radius: 0.7
@Laser Tail Radius: 0.7
$Mass: 0.2
$Velocity: 500.0
$Fire Wait: 0.45
$Damage: 60
$Armor Factor: -1.0
$Shield Factor: 1.0
$Subsystem Factor: -1.0
$Lifetime: 2.0
$Energy Consumed: 1.6
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 77
$ImpactSnd: 85
$Flags: ( "player allowed" "in tech database" "stream" )
$Trail:
+Start Width: 0.3
+End Width: 0.1
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: newmiss7
$Icon: iconScalpel
$Anim: Scalpel
$Impact Explosion: none

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: My repair beam didn't work....
Post by: vadar_1 on January 06, 2002, 11:55:00 am
you mean your factor can only be -1.0? that sux
Title: My repair beam didn't work....
Post by: LAW ENFORCER on January 06, 2002, 12:47:00 pm
his damage is at 60 * -1 = -60 ... see?
Title: My repair beam didn't work....
Post by: Skippy on January 06, 2002, 02:07:00 pm
And, It works ?

------------------
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Title: My repair beam didn't work....
Post by: LAW ENFORCER on January 06, 2002, 02:14:00 pm
'Wich seems to think so...