Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scuddie on June 01, 2005, 05:37:28 pm
-
I made a slash beam a couple days ago, and I tested it out. What was special about this one was that it was designed to deal spread subsystem damage across the target. As I tested it out, I realized that the beam wasn't working as attended. My test subject was a Deimios, and I was using two beams as the weapon, fired by an Aeolus.
Anyway, after about two minutes, the Aeolus was destroyed, and the beams were fired in four dual fire successions. The most damaged subsystem was at 92% on the Deimios, and not one gun turret was below 75%. And these are the damage variables:
Damage: 250
Armor: 0.05
Shield: 1.0
Subsystem: : 100.0
Lifetime: 3.0
Ofcourse, needless to say, that would be one ridiculously overpowered weapon, if it actually worked. Ofcourse, when I cheated and used the beam on my fighter's primary, the weapons subsystem was destroyed the very instant the beam hit it.
So, wtf is the deal??
-
Basically, slash beams suck. They're inaccurate.
-
Also, did you put in the "pierce" Flag? Otherwise, the Armor multiplier is used to determine the subsystem damage.
Check out how the Stilletto works to see an example.
Fighter Beams aren't an exact science in freespace because I don't think the guys at SCP have them fully coded in yet.:nervous:
-
there fully coded, we just, well I, just completely redid them a few months go is all.
-
Yeah, they've been in for awhile:
(http://fs2source.warpcore.org/wmcscreenies/bloopers/goodbyenode.jpg) (http://fs2source.warpcore.org/wmcscreenies/bloopers/goodbyenode.png)
-
Bobboau, bringing you products that work... in theory
Interesting thing to say in your signature Bobboau.................
;)
(Plausible deniability. Don't leave home without it.)