Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TopAce on September 14, 2003, 09:42:38 am
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I have spent much time tabling but there are some fields which are still mysteries:
$Density
$ND
+Zadd
+Flicker
and some flags:
stream, esuck, no_collide_invisible
?:confused: ?
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Originally posted by TopAce
$Density
Not used AFAIK
+Zadd
Something to do with the layering of beam images
stream[/b]
Think this one is obsolete
esuck[/b]
You know the Leech and Lamrey guns? Yeah.
no_collide_invisible
OK, for example, the Orion has a poly with the 'invisible' texture blocking its hanger entrance. Give the Orion this flag and you can pass throught to invisible poly to enter the hanger.
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esuck makes it do the leach cannon deal, no collide invisible makes you not collide with invisible textures. As far as I can tell, stream makes your weapon fire in just that, a stream.
I don't play with beam cannons (TVWP and all.:D ) so I don't know what the first four mean.
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so the esuck is the same as EMP, just it says the weapon to do the leech effect, not the EMP?
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Originally posted by Solatar
As far as I can tell, stream makes your weapon fire in just that, a stream.
As opposed to all the weapons which don't have the flag, like the Kayser. I never use 'stream' in any of my weapons. Like I said, I think it's a relic.
Originally posted by TopAce
so the esuck is the same as EMP, just it says the weapon to do the leech effect, not the EMP?
Yes. You could have concluded that from the fact that in FS2, only the Lamprey has the esuck flag.
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Aargh, double post.
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damn :)
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I know very little about tabling but GE helped me out and covered most of this in his section of my FAQ. :)
Click me (http://www.3dap.com/hlp/hosted/fsport/tutorial/weptable.html)
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Originally posted by TopAce
+Zadd
+Flicker
Flicker should be self-explanitory, it sets what percentage of a beam's set width that the beam will scale up and down across. A larger value produces more visable flickering (or pulsing, if you prefer).
Zadd is exactly what it says, "Z-add". The numbers here tell the rendering engine what "depth" to give to each beam layer. A depth of 0 will be rendered first, with the subsequently greater-valued layers being rendered order of increase in this field. A typical 4 layer beam will have Zadd values of 0 for base layer, 0.2 for second layer, 0.5 for third layer, and 0.8 or 1 for top layer.