Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Skaarj on April 19, 2004, 09:50:27 am

Title: pulse weapons
Post by: Skaarj on April 19, 2004, 09:50:27 am
I have created a pulse weapon like the weapons from B5, but the problem i have is that they are VERY inaccurate(sp), even when firing at a capship they miss most of the time, to create it all i did was add the Swarm flag to the terran turret, now is there anyway i can make them more accurate(sp), instead of just firing in a straight line. cos i'm trying to make a campaign in which one side dosen't use beams.

Would of posted this in the B5 forum but the VBB is down, so is there anything i can do?
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:05:08 am
as said before, VBB has been down for a few years now, the VWBB is down too.

but you could add the heat seeker flag.

also,
[wiki]Skaarj[/wiki]
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 10:10:41 am
cheers, Kasperl.


Ps i'm not new here, just don't really get time to go online anymore, i tried adding the heat seeking but when it fires the laser glows just spin round in circles
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:13:20 am
uhm, are you using SCP?

perhaps use something like burst instead of swarm?

Please do read my siggy, i am guessing here. The wiki properly knows a lot more.
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 10:20:12 am
am reading through it the now and am using Phreaks latest inferno build, hmm i try the burst
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:33:57 am
what's the date on that build?
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 10:40:09 am
the build am using is the 04/09/04. i know there are a few new ones out but they crash the game whenever i select certian ships that have a large number of maps or sumthing like that.
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:42:34 am
well, inferno builds do fix the maps issue, AFAIK, but those issues really, really should be fix. Too much texes on one model really damage performance.

and it should be reasonably up to date, that build.
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 10:48:15 am
yeah i have noticed that to many textures have a big impact one performance, oh i wish i could get this pulse thingy working, who did them for the TBP?
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:49:48 am
dunno. do you have the TBP currently installed?
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 10:53:50 am
yeah i do and i've looked at the tbls and there the same as mine and i know they act like mine but i do remember someone the the TBP forum can't rem who said that they where working on it, hmmm maybe should go find icefire and ask him hmmm,
Title: pulse weapons
Post by: kasperl on April 19, 2004, 10:58:49 am
*reads post*

*re-reads post*

you are a native speaker, taken from your location, so for the love of god try to use interpuntion or at least try to spell a bit better.

also, if the tables are the exact same, and they work differently, you changed something. start of by taking the TBP table entry, copying it into your own weapons tbl, and start editing from there, testing after each field you edit, keeping backups of old entrys in textfiles.
Title: pulse weapons
Post by: Tiara on April 19, 2004, 11:22:46 am
Quote
Originally posted by kasperl
you are a native speaker, taken from your location, so for the love of god try to use interpuntion or at least try to spell a bit better.

Interpuntion? Surely you mean punctuation :p

sorry, just nitpicking here
Title: pulse weapons
Post by: Jiggyhound on April 19, 2004, 11:24:06 am
*falls off his chair laughing* :lol:
Title: pulse weapons
Post by: kasperl on April 19, 2004, 11:40:31 am
ok, point taken, but i can hide behind the "non-native"  excuse.

that, and i am waay to tired.
Title: pulse weapons
Post by: Raptor on April 19, 2004, 01:02:16 pm
Pulse weapons like the ones you are tring to make only work on multi-part turrets.  Trust me, I've had a lot of experiance adding the 'swarm' entry to primary capship weapons.;)

Just don't use them on the V Aeolus...:nervous:... that thing's MP turrets are so messed up that they won't work anyway.
Title: pulse weapons
Post by: Skaarj on April 19, 2004, 01:27:35 pm
Thanks Raptor:)

Sorry for my punctuation, i was in hurry when i was typing that post.