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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EAD_Agamemnon on February 13, 2007, 11:35:46 pm

Title: Targettable Laser Cannons
Post by: EAD_Agamemnon on February 13, 2007, 11:35:46 pm
I realize its the 3rd time I've brought up the subject. But even now that I have a far more firm grasp of TruSpace and ModelView, and PCS, I still have been unable to get it to work.

I've given up on the 'photon torpedo' approach. Now I simply would like to try this approach...for you B5ers out there do you recall the use of Interceptors on B5 against enemy weapons fire? By this I mean the enemy fire. I can make a glowpoint inside an invisible model just fine, but its my attempt to make the glow point have a circular cross section when viewed from the models rear or front, while having a long cross section from the sides. The regular laser glows from FS2 have the front/rear aspect down pat, but they wont work the other way. The laser glows from WCPrologue Saga are the thing I'm looking for but when I use them as a glow point, from the side of the missile model they only appear as big as the texture does in the MAPS folder. as for the front/back radius....that there looks the same as the texture but is just upped in size when I tried to....it simply ends up a long laser texture spanning from the left to right of screen.

I've been wanting to have that Babylon 5-ish thing of big ships having their heavy weapons capable of targetting any other ship (this I have figured how to get it to work)...while job-specific interceptor weapons will be used to intercept the incoming fire and destroy it...along with any fighters or bombers. The interceptors will be normal laser style since theyd be 'too fast' to be interceptable.

In a nutshell. STOCK FS2 laser maps end up one big round blob no matter the angle.
Wing Commander lasers...the kind I been looking for have the side view effect I want. But I cant lengthen them...and increasing the radius just makes a front/back view version of them lengthwise.

Is there someway to adjust the orientation of the glow point?
Title: Re: Targettable Laser Cannons
Post by: Wanderer on February 14, 2007, 12:00:20 am
Orientation of a glow point cant be adjusted. Have you tried multiple glowpoints, particle spews, or plain old simple trails to achieve the effect you want?
Title: Re: Targettable Laser Cannons
Post by: EAD_Agamemnon on February 14, 2007, 12:06:58 am
I tried the trail. That MIGHT work if I can get the trail life thing down to a science. Particle spews work to a limited degree but if the missile is destroyed, the spew has a habit of staying present for a measurable period of time. I could try multiple glowpoints I suppose, and just have the radius set very low. My attempt is to have a starwars-ish look to the weapons (long but narrow bolts).
Title: Re: Targettable Laser Cannons
Post by: Getter Robo G on February 14, 2007, 04:59:43 am
Can only target weapons with the flag "bomb" remember... AFAIK you will never intercept any other types of weapons like missiles or beams (coders?)


As for blobs?

You never saw my screenie of AAA Phasers intercepting Photon Torpedoes?

(http://i22.photobucket.com/albums/b321/Star-Dragon/pointdefensephasers.jpg)
Title: Re: Targettable Laser Cannons
Post by: Wanderer on February 14, 2007, 05:19:33 am
Only weapons flagged as 'bomb' are targeted as well as being the only ones that can be shot down.
Title: Re: Targettable Laser Cannons
Post by: EAD_Agamemnon on February 14, 2007, 05:47:40 am
I understand the requirements for a destroyable weapon thats been fired. Just trying to see to get the desired 'look' of the shot. IE a Star Wars-ish blaster thats actually an invisible missile POF but has a glow in it. The only thing is that glow points are cooperating....
Title: Re: Targettable Laser Cannons
Post by: Getter Robo G on February 14, 2007, 08:18:08 am
Ah so this is for a render?

In KA they have beam models you can use the beam texture on.. would something like that help?
Title: Re: Targettable Laser Cannons
Post by: EAD_Agamemnon on February 15, 2007, 07:13:32 pm
When you look at a beam texture, it goes from left to right on the screen. As beam or if used as a blob weapon the orientation goes with whatever direction the weapon is fired and its orientation changes according to your visual perspective. If say [====] is a texture. I put that in as the glowpoint...it looks like [===] from the rear of the glowpoint as well. it looks like that from the side too but adjusting the size of the glowpoint doesnt change the side view...only the front/back where you see the diamater (not length). Sorry buts thats as simple as I can explain it. If only there was a way to alter the LENGTH of a glowpoint...as that would solve my problems since orientation cant be changed for non-blob weapons.