Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: stavpoly4789 on June 13, 2005, 04:08:39 pm
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I'm using the ballistic flag for a fighter mounted beam weapon thingy (I'm still trying to think of a good name) to simulate a separate powercell that can run out but can also be recharged by a support ship. When I do that, I have infinite shots. the meter says 10 and stays at 10 after each shot.
If there is a better way to do this, can someone tell me?
I'm not sure, but it seems to me that this has probably something to do with it being a beam but it doesnt seem to me to be that complicated to fix in the code. So, If anyone ever gets the time, can you take a look?
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I'd suggest taking the "beam" flag off real quick, and seeing if it works (taking away ammo) as a non-beam. Sounds obvious...but it might be a problem with the weapon. Anywho, worth a look just to double check.
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taking "beam" off does make the ammo meter go down, so I guess it was the "beam". Unless the problem is fixed is there any other way to get this effect?
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Realy fast projectile with long trail?
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lame?
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Make the screen flash yellow over and over in a manner that will make epileptic people go mad until the beam should be finished firing. You shouldn't have to worry about it after that.
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Originally posted by Bobboau
lame?
me or firecrack?
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I think he meant the "projectile with long tail" was lame. :)
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You mean like a certain massive dumbfire secondary from FS1?
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Got any better ideas?
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Also, I've noticed that any beam that a player controls can be fired continuously if the player holds down the fire button. The player holds down the button and one long continuous beam until the player lets go.