Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starbug on December 13, 2004, 12:56:12 pm
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i am trying to create new flak effects for each race, terran and shivan i have done, but the vasudan one i am stuck on getting the effect, what i am trying to do is and i hope i can explain this, is to use a laser turret ie terran turret and get it to act like the flak guns, but when i put the flak flag on the terran turret it does nothing. I tried adding a trail to the Standard flak but dosen't look rite this is the tbl entry.
$Name: Vasudan flak
$Model File: none
@Laser Bitmap: Prometheus_Bitmap
@Laser Glow: Prometheus_Glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length: 5.0
@Laser Head Radius: 2.40
@Laser Tail Radius: 2.30
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 10
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 12.0
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$Swarm: 1
+swarmwait: 1.0
$LaunchSnd: 80 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "bigship" "flak")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: Exp20
$Impact Explosion Radius: 6
$decal:
+texture: Medium_Decal
+radius: 1.7
Also is it possible to have two different explosions for flak? one for each speices.
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*Edited version of starbug's above code*
******************************************************
$Name: Vasudan flak
$Model File: none ;; needs model
;;next seven lines are unneccacry
;@Laser Bitmap: Prometheus_Bitmap
;@Laser Glow: Prometheus_Glow
;@Laser Color: 162, 250, 0
;@Laser Color2: 20, 150, 20
;@Laser Length: 5.0
;@Laser Head Radius: 2.40
;@Laser Tail Radius: 2.30
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 10
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 12.0
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
;;this is used if you have more than one shot per pull of the "trigger"
$Swarm: 1
+swarmwait: 1.0 ;;haven't seen this before
$LaunchSnd: 80
$ImpactSnd: 85
$Flags: ( "bigship" "flak")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: Exp20 ;;change this if you want a different Explostion per race
$Impact Explosion Radius: 6
;;next three lines I have not incountered before so I'm not going to judge
$decal:
+texture: Medium_Decal
+radius: 1.7
******************************************************
I would suggest unsing the hornat model because of it being on the orignal weapons.tbl flak(s):
";;flak weapons are invisible until they hit or explode, so this doesn't really matter"
I wouldn't add the Swarm unless you indent on having more shots per "press of the trigger."
I'm not sure about the decal thing. I haven't seen that before.
in order to have an alternet explotion you will need to edit the 'weapons_expl.tbl file. Under the last entry just before the #End tag put in the the following code:
$Name: VasFlak ; Vasudan flak explosion
$LOD: 1
The explosion should be in ani format. Use whatever the explotion name is in the place of 'VasFlak' and the number of LOD's, or the number of effects, they are used for different distance (look at the original weapons_expl.tbl file). These files shoud be named similar to this:
;;Exp20 files
Exp20.ani
Exp20_1.ani
Exp20_2.ani
Exp20_3.ani
change the 'Exp20' to what ever you named the explotion files.
All the code above should work ingame.
Hope this helps.
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Cheers i'll give it a try
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i think the problem is that a laser is given an flak flag...
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id like at alternate form of flak, that supports the full array of weapon effect rendering options, instead of just the particle spew.
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Yeah thats what i wanted, it to be a laser, not a paritcle spew of missle, i got the effect i wanted, if any one wants it heres the tbl entry,
$Name: Terran Flak
$Model File: none
@Laser Bitmap: Prometheus_Bitmap
@Laser Glow: Prometheus_Glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length: 4.0
@Laser Head Radius: 2.95
@Laser Tail Radius: 2.95
$Mass: 0.2
$Velocity: 700.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.17 ;; in seconds
$Damage: 8
$Armor Factor: 0.9
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 12.0
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$Swarm: 6
+swarmwait: 1.0
$LaunchSnd: 80 ;; The sound it makes when fired
$ImpactSnd: 85
+Weapon Range: 1500
$Flags: ( "bigship" "Particle spew")
$Icon: iconPromS
$Anim: PromS
$Impact Explosion: Exp20
$Impact Explosion Radius: 7
$decal:
+texture: Medium_Decal
+radius: 1.7
all i did was reduce the fire wait and added the swarm, and the effect is good, it fires like the machine guns on the old WW2 Battleships, trouble is like normal flak it targets capships, is there any flag i can add to make it just target fighters?
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take the "bigship" flag off?
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nah i tried that and it still fires at capships
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Does it prioritize fighters and bombers though? 'cause if a capital ship is the only thing left, it makes sense to fire all your weapons at it.
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it would fire a few shots a the fighters then it would target the destroyer, even when i set up the enemy wings to have 3 waves when the next wave of bombers jumps in the Aeolus is still giving everything at the enemy orion
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Funny...never had a problem like that.
Aren't there some kind of "fighter+" "bomber+" tags out there? I think I've seen the bomber+ one, but I dunno if fighter+ works or not.