Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on July 19, 2003, 12:59:35 pm

Title: new prototype beam!
Post by: Krackers87 on July 19, 2003, 12:59:35 pm
90 km beam with beam fire sexps
32 km auto target

Small white beam almost constant fire rate needs tweaking but is a good prototype for simulated planetary defenses or just a very long range beam cannon. Also its armour piercing (very large disruptor).

Anyone is free to use it in any way or change it in any way and i would apreciate credit.

Personaly i think it might be great in combination with the atmosphere generator.

http://swooh.com/peon/Bubsy87/SLWhite.txt
Title: Re: new prototype beam!
Post by: FreeTerran on July 19, 2003, 01:07:27 pm
Quote
Originally posted by Krackers87
90 km beam with beam fire sexps
32 km auto target

:wtf: :wtf: Screenies ?
Title: new prototype beam!
Post by: Krackers87 on July 19, 2003, 02:07:15 pm
(http://swooh.com/peon/Bubsy87/pictures/longbeam.JPG)

the picture shows it at 60 km but lets not be critical. It can fire at 90
Title: new prototype beam!
Post by: FreeTerran on July 19, 2003, 02:48:10 pm
:wtf: Whats going on with our colors ?
Title: new prototype beam!
Post by: Krackers87 on July 19, 2003, 03:17:20 pm
dont worry bout it
Title: new prototype beam!
Post by: FreeTerran on July 19, 2003, 03:24:25 pm
are only the screenshots so or is that **** color schema the same in-game ?
Title: new prototype beam!
Post by: Taristin on July 19, 2003, 03:27:04 pm
The image is 47kb, so I'd assume it's too much compression. :p

BTW; What's the point of a 90Km beam? It'd kill everything before the enemy even knew another ship was in system...:wtf:
Title: new prototype beam!
Post by: Krackers87 on July 19, 2003, 03:41:35 pm
its meant to only have 1 or 2 on a large ship. Also meant to simulate planetary defenses. it also does not do alot of damage. If a bf green were to fire that far it would have to have a ship specialy designed to cary it about 2km long holding only that weapon and maybe 2 flak turrets. Think HW Ion frigates.

Be creative. Also its meant as a prototype and you can go ahead and tweak it as you see fit.
Title: question...
Post by: Star Dragon on July 19, 2003, 04:47:49 pm
This will also work with normal FS2 and not open source correct?

   I like the idea! Can't be overused of course but that's where the storyline comes in... and Fredding/balancing.
Title: new prototype beam!
Post by: Krackers87 on July 19, 2003, 05:15:40 pm
correct it will work with regular FS
Title: new prototype beam!
Post by: TopAce on July 21, 2003, 07:44:58 am
isn't the 90km a bit much? GTVA Command deploys two cruisers armed with these beams at roughly 80 km from an NTF base, and bye, bye for the base itself despite it has low damage
Title: new prototype beam!
Post by: Krackers87 on July 21, 2003, 08:01:19 am
takes 20 mins of  almost constant firing from 4 beams to kill a lucifer. Im sure they can deploy ships in that time. Besides it is a super weapon.
Title: new prototype beam!
Post by: Krackers87 on July 21, 2003, 08:03:30 am
besides cruisers arent meant to hold them. I have deimos' with them for test purposes.
Title: new prototype beam!
Post by: RangerKarl on July 21, 2003, 08:36:48 am
A gigantic sniper rifle. Interesting. How do you mean, planetary defence? Will they do more damage in that role?
Title: new prototype beam!
Post by: TopAce on July 21, 2003, 08:37:44 am
Quote
Originally posted by Krackers87
takes 20 mins of  almost constant firing from 4 beams to kill a lucifer. Im sure they can deploy ships in that time. Besides it is a super weapon.


That's for the Lucifer, and what about a Fenris and an Arcadia?
Title: new prototype beam!
Post by: Krackers87 on July 21, 2003, 09:09:17 am
You can try it fo yourself if you want. Im a little busy right now. But for the planetary defence thing what its meant to do is to be mounted on a small, beam holding ship 90 km away infront of a planet backround. You make the ship untargetable soi it lkooks like the little red blip is a planetary structure since youll never be able to actualy see it. Thenm the beams appear to be comming from the planet.
Title: new prototype beam!
Post by: karajorma on July 21, 2003, 10:08:26 am
Quote
Originally posted by Krackers87
You can try it fo yourself if you want. Im a little busy right now. But for the planetary defence thing what its meant to do is to be mounted on a small, beam holding ship 90 km away infront of a planet backround. You make the ship untargetable soi it lkooks like the little red blip is a planetary structure since youll never be able to actualy see it. Thenm the beams appear to be comming from the planet.


Likes this idea :D :yes:

Of course with fs2_open you can get rid of the red blip too :)
Title: new prototype beam!
Post by: Krackers87 on July 21, 2003, 10:14:11 am
personaly i would want it to stay there as if you computer was detecting a massive energy disturbance
Title: new prototype beam!
Post by: karajorma on July 21, 2003, 10:23:29 am
You can do that too IIRC. You should be able to set it to be completely invisible then become a blinking dot and then fire :D
Title: new prototype beam!
Post by: Anaz on July 21, 2003, 11:24:43 am
kinda like that one derelic mission with the moloch shooting the surface of the planet :D

That was cool.
Title: OMG just thgought of something...
Post by: Star Dragon on July 21, 2003, 03:41:56 pm
I play around with Deathstar tests once in a while (never get satisfied and give up from tiem to time). This would be perfect fro that kind of weapon..

    Also was watching Babylon 5 (vioce in th wilderness parts I & II last night) I got all 110 pisodes on  hard drive, anyway.. Epsilon 3 has a super beam like that. Any ship comming too close to planet gts vaporised (actually Ginsued. Like a slash beam from a 5-7 mile deep creavice underground (so to destroy the turrent you have to send a fighter down the trench (artificailly made and reinforced) to blow up the gun. I saw the beam take out three alien battleships in the episode with one slash! It was awesome... can you make it a slash varient also?

  Sci-fi is so cool... :nod:
Title: OMG just thgought of something...
Post by: Star Dragon on July 21, 2003, 03:41:56 pm
I play around with Deathstar tests once in a while (never get satisfied and give up from tiem to time). This would be perfect fro that kind of weapon..

    Also was watching Babylon 5 (vioce in th wilderness parts I & II last night) I got all 110 pisodes on  hard drive, anyway.. Epsilon 3 has a super beam like that. Any ship comming too close to planet gts vaporised (actually Ginsued. Like a slash beam from a 5-7 mile deep creavice underground (so to destroy the turrent you have to send a fighter down the trench (artificailly made and reinforced) to blow up the gun. I saw the beam take out three alien battleships in the episode with one slash! It was awesome... can you make it a slash varient also?

  Sci-fi is so cool... :nod:
Title: new prototype beam!
Post by: Woolie Wool on July 21, 2003, 04:17:32 pm
I used the Earth model and a Gigas in INF to do my own Deathstar test. I made sexps so that the Gigas fires when you press J and the Earth explodes shortly thereafter in a HUGE explosion. Amazing how such a simple thing can be so fun.:devil:
Title: Re: OMG just thgought of something...
Post by: Krackers87 on July 22, 2003, 08:34:49 am
Quote
Originally posted by Star Dragon
I play around with Deathstar tests once in a while (never get satisfied and give up from tiem to time). This would be perfect fro that kind of weapon..

    Also was watching Babylon 5 (vioce in th wilderness parts I & II last night) I got all 110 pisodes on  hard drive, anyway.. Epsilon 3 has a super beam like that. Any ship comming too close to planet gts vaporised (actually Ginsued. Like a slash beam from a 5-7 mile deep creavice underground (so to destroy the turrent you have to send a fighter down the trench (artificailly made and reinforced) to blow up the gun. I saw the beam take out three alien battleships in the episode with one slash! It was awesome... can you make it a slash varient also?

  Sci-fi is so cool... :nod:


sure just change the number next to beam type to 1 and if you want it to be AAA change it to 3
Title: new prototype beam!
Post by: Krackers87 on July 22, 2003, 08:36:16 am
you might also want to turn the damge up alot if you want it to vaporive ships. Also turn it up for a slash since its  little damage that it does requires it to be constant on its target.
Title: new prototype beam!
Post by: StratComm on July 22, 2003, 11:17:01 am
Quick question: have you tried placing the firing ship 60km away and firing on a ship somewhere in the opposite direction?  If memory serves, there is a hard-coded beam length limit in release FS2, and the visual beam will stop at something like 30km.  Seems like my Archangel beam has trouble with that; it cuts off and looks kind of goofy.  I'm not positive about this but I want to say that I've run in to it before.

Otherwise, I like the idea.  Artillary :D
Title: new prototype beam!
Post by: Krackers87 on July 22, 2003, 03:34:27 pm
hmm i cant remember if i used FSopen to test it or not but i have seen the beams actualy touching the ship
Title: new prototype beam!
Post by: pyro-manic on July 29, 2003, 06:45:45 pm
That's cool!

Can I have this for my campaign? I love the idea, and the colour white sort of plays an important part in it....
Title: new prototype beam!
Post by: Krackers87 on July 30, 2003, 06:10:19 pm
anyone can use it tweak it or anything they want

just give me credit
Title: new prototype beam!
Post by: pyro-manic on July 30, 2003, 08:58:19 pm
Will do!:yes: