Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Falcon on June 07, 2004, 10:12:06 pm
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Well decided to do some cheating in the missions like I always do so I switch to BFRed and fire at a destroyer and I have to say :eek: the beam weapon charged up and fired continuously but it charged up! I couldn't believe if you guys already know it fine but if you don't try it out. And if your wondering why the topic says fighter beams is because I was in a fighter when I did it.
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uhhh...yeah. duh.
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Don't make me hurt you Carl!
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yuh,... yeah, it does that...
been that way for a while
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This is implemented? Schweet! :D:yes:
:nervous:
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yeah, type in the cheat codes and try it out
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Cool, I was just about to test whether this was in 3.6 or not, saves me a bit of work :)
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It messes up with the sound effects, though.
It charges up charges up charges up charges up, and has the firing sound during that. Or something like that.
The visuals are working perfectly, though :)
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Bwhahahaha...
I pwned in the BWO demo. It's amazing how fast you can destroy a corvette if you fire 10 BFReds at once :p
Edit: Incidentally, how hard would it be to make the beam 'active' (powering up or firing) until you release the fire button or its lifetime runs out? I think this would be a better system than the one atm.
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that's what the origonal fighter beam code was like, it turns out to be harder than I thought it was, feel free to give it a shot if you want.
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Well that gives everyone no excuse in creating small fighter or bomber beams.
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actualy, I'm modeling a bomber that uses two beams, instead of bombs. When it's finished I just might show you :D
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I think if a bomber is going to be "teh M0bi13 834m c4nn0n", it should sport a single, weak beam. I mean you're talking about a ship with the reactor the size of a VW bug here.
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I have a question why does the Collossus have such weak beam cannons? I thought the ship should at least be holding an LRGB Green but instead it just holds TerSlash and some BGreens. Plus I also noticed that it used to carry missle banks but it has its turreting layot messed up i.e instead of reading as an Sbank for missles they instead layout as PBank.
plus the Collossus also looks like it supported more turrets in the past but somehow I guess were left out.
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The idea is the Colossus overloaded its beam weapons to destroy the Sathanas, that's why they were melting down their heatsinks in that mission. I think they're normally rated at BGreen and TerSlash power levels.
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Cause if you gave the colossus LRBGreens it would have spanked the sathanas and made it call it daddy. :D
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Well someone whould redo the Collossus give it back its 80 turrets as well as give it's missle bays back with the correct beam cannons: LRGB Greens and BFGreens should be present as well as Ultra-Anti-Fighter beams not AAF's. Hmmmm why did Volition make the Collossus weak?
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Clause no.1 ...cause they were lazzy to properly simulate a massive sabotage when the Icene runs the blockade.
Clause no.2 - it would pown any NTF ship if it were given a proper anti-figter screen - which it has according to the tech description so go figure....
...though the BFGreens are indeed only used to simulate when the Collossus was overcharging its guns.