Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Mrmcgia on April 18, 2006, 03:50:11 am
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First of all, i apologize for my english, but i'm italian. I've got a problem while attempting to allow fighters use a beam. I've tried to copy, paste and modify existing beams, but everytime i fire my beam, instead of a continuous stream of energy, i get a single ball, like the old flail gun, but very slow and with the power of the beam. Why? here is my modified beam:
$Name: Vector Cannon
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 136, 243, 249
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 5.5 ;; in seconds
$Damage: 14 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 40.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 124 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 2500 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "player allowed" "beam")
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life: 7.5 ;; how long it lasts once the beam is actually firing
+Warmup: 1500 ;; warmup time in ms
+Warmdown: 1200 ;; warmdown time in ms
+Radius: 20.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.5 1.6 1.7 1.8 2.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 149 ;; the looping beam-firing sound
+WarmupSound: 151 ;; associated warmup sound
+WarmdownSound: 161 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 3 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 2.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 6.0 ;; width of the section
+Texture: beam-dblue2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 8.0 ;; width of the section
+Texture: beam-dblue ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
Please help!
(P.S. I've tried using the type 2 beam, which works, but it doesn't warm up or warm down, and it doesn't emit any sound, it's like the targeting laser. Is it normal? I want to create a beam which has the warm up and warm down and the sounds, and can fire multiple shots like the AAAs)
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First off, are you using FS2 Retail or the SCP?
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i am using the retail version.
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Ahah. It is using the "Big Ship" flag. Dosent work with player allowed. take it off, and if it still dosent work, use SCP.
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you'll never get what you want useing retail, swich to FSO and that table will probly work.
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guys, i've tried to install the SCP version, following the instructions given by "The freespace oracle", but when i try to go to the mission simulator to play a mission created by me, it crashes. But there is more: i don't know why, but when i try to open the launcher, it says "error reading the flag file". maybe the crash is caused by this error, maybe not. However, i still can't play with my new beam. Have you got any suggestions? please reply
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Perhaps it was the missing OpenAL? "Failed to read flag file" (http://www.hard-light.net/forums/index.php/topic,35766.0.html)
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find the offical SCP site and download 3.6.7 with the map files. worked for me.
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ok guys. thanks to everybody, i found the build and the FRED 2 Open, now i'll try to MOD the tables file. Can you guarantee (is it correct? i hope so) me that every type of beam can be fitted on any ship, from fighters to bombers, and it will work, playing sounds and warming up and down?
P.S.: Why Fred Open crashes everytime i try to set the team loadout, saying that "an assertion failed", refferred to the file "afxwin2.inl", line 616? (i've got Fred open v 3.5, because with the last release there was a problem with some "GL files" that needed an update, but i don't know where to get this update)
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Yes, if u cheat and have a bfred on a ulyssies if will fire a big beam. also, if you want your mission to work with your mods, and fred open wont work, just open the mission with a text file and add it in. for example, if i wanted to add my player destroyer, the GTD Oromis, i would do this:
"GTF Loki" 5
"GTD Oromis" 5
"GTF Pegasus" 5
And do the same thing for your weapon. just make sure the mod is installed for fsopen and the missions are not in the mod foldier, the Freespace/Data/Missions directory. also make a new player if you install a new ship or weapon.
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Ok, now everything's fine. Thanks to everybody. One last thing: what is the most stable version of FRED OPEN?