Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Killfrenzy on September 18, 2003, 06:24:21 pm
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$Name: SWarpFlux
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 10.0 ;; in seconds
$Damage: 2000 ;; 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: 25.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 7400 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 50.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 7.0 ;; how long it lasts once the beam is actually firing
+Warmup: 3700 ;; warmup time in ms
+Warmdown: 1500 ;; warmdown time in ms
+Radius: 40.0 ;; muzzle glow radius in meters
+PCount: 22 ;; particles spewed every interval
+PRadius: 2.2 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 178 ;; the looping beam-firing sound
+WarmupSound: 184 ;; associated warmup sound
+WarmdownSound: 188 ;; associated warmdown sound
+Muzzleglow: beamglow6 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 5.0 ;; width of the section
+Texture: BlueWarpFlux ;; 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
+Tile Factor 10.0 1
+Translation -10
$Section: ;; one section of the beam
+Width: 10.0 ;; width of the section
+Texture: GreenWarpFlux ;; 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
+Tile Factor 10.0 1
+Translation -10
$Section: ;; one section of the beam
+Width: 15.0 ;; width of the section
+Texture: RedWarpFlux ;; 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
+Tile Factor 10.0 1
+Translation -10
$Section: ;; one section of the beam
+Width: 20.0 ;; width of the section
+Texture: GoldWarpFlux ;; 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
+Tile Factor 10.0 1
+Translation -10
Everything except +Tile Factor and +Translation are accepted by FS2Open 3.5.5, but as soon as I put those lines in......'Error parsing Weapons.tbl'
:confused:
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Hmm. Try changing the translation value to -5 and see if it works then.
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Nope.
It's almost as if the beam tiling code had been removed from the latest build.
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+Tile Factor 10.0, 1
Your missing a ',' before the tile type.
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There's no comma in my table, and it works quite happily.
+Tile Factor: 10.0 1
+Translation: -3.0
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Here, download this (http://www.3dap.com/hlp/hosted/scroll/misc/lucybeam/lucybeam.zip) and plug it into a clean weapons.tbl. If it doesn't work, something odd is going on.
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Will do. :)
I'll try the comma first though. :)
EDIT: Comma did nothing, but the SSLBeam did.
So, I ripped the SSLBeam apart and changed a few things, and this is the result:
(http://www.boomspeed.com/killfrenzy/WarpFlux.jpg)
If the pic doesn't work, blame Boomspeed, not me! :D
Excuse the clipping errors and all such. I'm still working on the effects and getting it to look right, so this isn't the final version but at least it's working! :D
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Where did my lower jaw go? Oh, wait, there it is.
Now THAT is a beam.:yes:
[color=666666][size=0]1000th post[/size][/color]
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That is a Warp Flux beam cannon from The Swarm War. It appears about two thirds of the way through Act 3 of the story and allows capital ships to kill each other in moments!
That thing has a damage of 2000 and is on for 6 seconds! The BIG version does 4000 damage and is on for the same time!
It's very advanced tech, so only a few ships have them! :D
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Tis an awesome weapon :)
I'm going to sound really picky here, but the firing point for one of those beams is a little too far inside the ship, or underneath, I'm not too sure ;)
Flipside :D
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It's the position of the turrets. I've redesigned her and changed the turret position (reducing the number of turrets in the process) so the final ship *shouldn't* have that problem.
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Whooooaaaah... :eek: Now THAT'S a beam!
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now that is uber-freakin' cool :D:yes:
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Thanks guys. Glad you like it! :D
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I like it, especially how it has more than one color (sorta like a lightning version of an Aurora)...
I'm trying to make a lightning weapon myself but have had a lot of trouble. Especially since I am limited to fighter weapons at this point (don't know code or beams). I finally got a passable phaser for fighters (using Sreds of cap ships). And was wondering would it be possible to make a fighter version of the WarpFlux beam?
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It's perfectly possible with the right effects. You just shrink the size and damage proportionately and muck about with beam tiling and translation.
I got the effects off Sigma, so you'll probably have to ask him if it's okay to use them as a basis for you to work from.
I can certainly make you a table file, but they're Sigma's effects and he doesn't want me to re-distribute them.:nervous: