Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SFN-Darkwarrior on August 24, 2004, 03:49:09 am
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Hi there!
I've got a question, for my new sequel to revenge I really need some working beam weapons for fighters. I already could see something like this in the inferno trailer.
Any ideas?
PS: I just started FS2 with the new SC, it's absolutly incredible! I really don't know the right words to honor this terrific work!!! THX!!!
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Mount a beam weapon on a fighter...that should give you a working beam cannon, for primaries at least.
For secondaries you can create a missile with a really long trail lifetime.
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There is support in SCP for beam weapons on fighters, in case that is what you were wondering about.
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So, can I mount BEAM weapons as my primaries? Until now, as far as I knew, only turrets(on bombers) could be mounted with beams. It's a good addition as long as it does not cause CTDs.
I am lookng forward to seeing three Seraphims, all armed with SReds against a Hecate. :)
[EDIT]At first, I had written BFRed, but I realized it wouldn't be fun.
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Yes you can, search the wiki.
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@TopAce: If you rewrite the entries in the root.vp for weapons you shouldn't habe any CTDs ;)
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That reminds me.
Has anyone been able to put a BFRed on a Herc2?
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I've just written a new weapon into the weapons table, based on the SGreen and mounted it into a herc 2, it works great!
THX a lot and a big medal for the SCP Team ;)
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I only wish that the a special beam duration figure included so that a fighter-mounted beam weapon would continue to fire until either a) the player releases the fire-button, or b) the weapon energy is depleted. Right now, if you give the beam duration a figure of 3 seconds, and you release your finger from the trigger after holding it down for .6 seconds, it'll continue to fire for the full 3 seconds. AFAIK, no figure exists for a variable beam duration.
Later!
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Ok if the fighter has a beam(say BFRed) as a primary would it still have the power up time? or just shoot like a prometheus would?
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The fire rate is valid for fighter-mounted beams, too, logically.
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In fact, I also recognized the strange behavior of those fire durations. I tried pulling down the firing-time to 0.2 seconds, but without result. But so what, I accept it.
But I deleted the Warmup und Warmdown times for the prototype. Whether I'll rewrite the table for warmup- and down times later, I actually don't know, but IMO a direct beam weapon without charging might be better for a fighter. But this is a decision, every modder has to make for himself...
Greetz,
Dark
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But I deleted the Warmup und Warmdown times for the prototype.
:)
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Aaaaargh......that was my typical German soul infiltrating me while I was writing so fast.... :D
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IIRC it's the first modification to fs2 ever made, done by bobboau some years ago, am I right?
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yeah, it was the first thing I did, it was, like the first thing _anyone_ did like three nyears ago, and with any current builds all you have to do to test it is use the cheat comand or make a beam and put it on a fighter
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Way OT but:
Beam Weapons + Fighter = Small Pieces of fighter.
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Originally posted by Black Wolf
..
Beam Weapons + Fighter = Small Pieces of fighter.
Quote of the day. :lol:
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This is kinda OT, but has anyone ever put a BFRed on every turret of a Fenris?
Awe-inspiring. Makes for good screenies (try it, very funny) :lol:
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I remember someone made a super-Aten that faced a Sathanas. After posting a screenie about it, someone said: 'Let it DIE' and the author posted a screenshot where the Aten exploded.
That was a LONG time ago.
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Incidentally is there ANY resource where a mission designer can find out the maximum number of beam cannons a Deimos for example is supposed to have in the FS2 universe? i mean, it seems there isnt, which causes various campaigns or even different missions within them to have hugely different amounts of beam cannons and other guns on various ships...theres no consistency (I can tell when a campaign's missions were made by more than one author because they give COMPLETELY different balancing to the number of beams per capship)...
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If you arm any canon ship but a Colossus with all BFReds the sathanas will fry it anyway
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Well... that isn't really true...
In multiplayer mission Breaking the Seak (cet_m03.fs2 (http://165thbdhr.com/modules.php?name=Downloads&d_op=getit&lid=3)) one Deimos kills Sathanash quite often (if you are good enough to save it from previous caps and lots of fighters later) with just one addition of big green beam in bottom turret. It's all about how good mission designer you are (Cetanu rules!) :P
Btw this was favourite way of getting Sathanas kills on PXO, too bad it doesn't work on SCP because someone "fixed" beams not getting hit % counts for kills. (which was in vanilla FS2 exactly for the reason of alowing players to get cap kills)
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Yeah, Mantis that... it should be changed back to the original version. Fighter-beams should be counted, but capship beams should not.
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Originally posted by SFN-Darkwarrior
Greetz,
Dark
hey, look everyone. Dark's back! Hurrah!
hasn't there been a Shivan bomber with a beam cannon knockin' around for a while now >
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That's the Vindhychal. It's included in Inferno R1, but wasn't in any of the missions. Its up for download at Sectorgame, and a few other locations IIRC. From the way the model is layed out, I'd guess that it wasn't intended to be a player-flyable ship, since the beam weapon is turret mounted, not player controled.