Hard Light Productions Forums
		Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Carl on August 02, 2003, 03:47:58 pm
		
			
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				very odd indeed. in the game, this does no damage to any ships whatsoever. did i make a mistake anywhere?
 
 
 $Name:                  @Hailstorm
 +Title:                  XSTR("Hailstorm", 3243)
 +Description:
 XSTR("Standard Issue
 Level 5 Hull Damage
 Level 5 Shield Damage", 3244)
 $end_multi_text
 +Tech Title:               XSTR("Hailstorm", 146)
 +Tech Anim:                  Tech_Subach_HL-7
 +Tech Description:
 XSTR("Hailstorm rapid-fire cannon.", 3245)
 $end_multi_text
 $Model File:               none
 @Laser Bitmap:               beamglow1
 @Laser Glow:               2_laserglow03
 @Laser Color:               0, 0, 0
 @Laser Color2:               0, 0, 0
 @Laser Length:               0.1
 @Laser Head Radius:            0.1
 @Laser Tail Radius:            0.1
 $Mass:                  0.02
 $Velocity:                  2000
 $Fire Wait:                0.05
 $Damage:                  0.05
 $Armor Factor:               1
 $Shield Factor:                1
 $Subsystem Factor:            0.25
 $Lifetime:                  10
 $Energy Consumed:               0.1
 $Cargo Size:               0
 $Homing:                  NO
 $LaunchSnd:                  81
 $ImpactSnd:                  85
 +Weapon Range:               100000
 $Flags:                   ("player allowed")
 $Trail:
 +Start Width:            0.15
 +End Width:               0.1
 +Start Alpha:            1
 +End Alpha:               0
 +Max Life:               .05
 +Bitmap:               newmiss4
 $Icon:                  iconSD4
 $Anim:                  SD4
 $Impact Explosion:            exp20
 $Impact Explosion Radius:         4
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				Originally posted by Carl 
 $Damage: 0.05
 
 maybe the damage is to low
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				woah, that's odd. thanx, FT :D
			
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				I would have said the same thing...
 
 :nervous:
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				but you didn't :p
 
 they always say the one mistake you make is always the most obvious.
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				With that much damage, it's more of a rainstorm, than a hailstorm... :rolleyes:
			
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				Originally posted by Raa Tor'h 
 With that much damage, it's more of a rainstorm, than a hailstorm... :rolleyes:
 
 
 Rainstorm?  More like a light drizzle.  If there wasn't that pesky "Huge" flag, then it would take 2,000,000 shots off of that gun to destroy a base-level destroyer.  Talk about your rubber-band-on-the-trigger issues :p
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				More like humidity, than a light drizzle. (No I won't keep doing this, this is the last post lol)
			
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				it does 1 damage point per second, taking 100,000 seconds to destroy a capship, or .... 27 hour x_x
			
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				but 1 damage per second is still probably better than anything we have today.
			
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				But that's one second of continuous fire. Try to hit a moving target, ie, a dragon, with that. :p
			
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				Wooo your firewait is 0.05 
 Now I see why you call it a hailstorm:D
 
 Looking at a fighter firing from a distance, it looks pretty cool, as long as they are not firing at you:p
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				Is it's distance 20 000 meters? A sniper-rifle anyway. :) 
 
 Well, with the firing rate of 0.05, and the damage of 0.05 makes it almost equivalent with a gun that's doing 1 hitpoint damage in every 1 seconds, which is very low.
 
 I think a weapon like this should have at most 3 hitpoint damage, considering to its quite rapid rate of fire.
 
 The energy consume of 0.1 is high in the case of a rapid fire gun like this, at least as I could imagine
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				i fixed the error and a few other things. paste into your .tbl file if you want.
 
 $Name:                  @Hailstorm
 +Title:                  XSTR("Hailstorm", 3243)
 +Description:
 XSTR("Standard Issue
 Level 5 Hull Damage
 Level 5 Shield Damage", 3244)
 $end_multi_text
 +Tech Title:               XSTR("Hailstorm", 146)
 +Tech Anim:                  Tech_Subach_HL-7
 +Tech Description:
 XSTR("Hailstorm rapid-fire cannon.", 3245)
 $end_multi_text
 $Model File:               none
 @Laser Bitmap:               none
 @Laser Glow:               2_laserglow03
 @Laser Color:               0, 0, 0
 @Laser Color2:               0, 0, 0
 @Laser Length:               0
 @Laser Head Radius:            0
 @Laser Tail Radius:            0
 $Mass:                  0.02
 $Velocity:                  2000
 $Fire Wait:                0.05
 $Damage:                  5
 $Armor Factor:               1
 $Shield Factor:                1
 $Subsystem Factor:            0.25
 $Lifetime:                  10
 $Energy Consumed:               0.1
 $Cargo Size:               0
 $Homing:                  NO
 $LaunchSnd:                  81
 $ImpactSnd:                  85
 +Weapon Range:               100000
 $Flags:                   ("player allowed")
 $Trail:
 +Start Width:            0.15
 +End Width:               0.1
 +Start Alpha:            1
 +End Alpha:               0.5
 +Max Life:               .05
 +Bitmap:               newmiss4
 $Icon:                  iconSD4
 $Anim:                  SD4
 $Impact Explosion:            exp20
 $Impact Explosion Radius:         4
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				hmmm .... isn't that gun too rapid-fire, that the firing sound repeat delay is annoying and makes you deaf?
			
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				rapiddddd fireeeeeeeeee *drool*
			
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				I have a 0.1 rapid fire weapon - but I think above that is too much (becoause of the sound), alltough if you wanted to make a real minigun-like cannon you would have to set it to 0.01 (100 shots per sec, alltough there are even faster miniguns - the fastest is the russian GŠK-30 with 24000 bullets per minute (30mm!!!))
			
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				Tell me one thing: Why is the +Weapon range neccessary if the range is velocity x lifetime?
			
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				the range setting tells the AI when to start firing it, and for player weapons it defines when the lead indicator shows weapon-targetable.  It has no bearing (to my knowledge) on the distance the shot will go.
			
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				so like in the case of flaks ... it start firing upon you when you are at 1200 meters(or more, I don't know exactly), and it keeps firing upon you at the another side of the galaxy, while you are trying to escape.