Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Turey on March 02, 2007, 03:34:54 am
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I was playing around with weapons.tbl today, and I created this. It's a fun little novelty weapon, the GTW Welding Laser. it's easier to use if you use gliding.
here's the table:
#Primary Weapons
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @Welding Laser
+Title: XSTR("GTW Welding Laser", -1)
+Description:
XSTR(
"Stolen from Ganemeyde Repair Station.
Unknown Hull Damage
Unknown Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Welding Laser", -)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"This welding laser is standard issue in shipyards. Designed to melt cap ship hulls, you decided to steal one, hacck it onto your ship, and try it out.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 250
@Laser Color2: 0, 0, 250
@Laser Length: 70.0
@Laser Head Radius: 0.5
@Laser Tail Radius: 0.5
$Mass: 1.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.003 ;; in seconds
$Damage: 1500
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 0.03 ;; How long this thing lives
$Energy Consumed: 0.01 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
#End
pics to follow. And yes, I know the damage is insane. If someone were to find a use for this, they'd have to balance it out on their own.
EDIT: Here's a pic. The one in this pic is white, but it was changed to blue in the table above.
http://www.fsoinstaller.com/images/welding_laser.png
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How about using actual fighterbeams?
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heh, this reminds me of some of the stuff i did for fs1 back in the day. total nostalgia effect there :D
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How about using actual fighterbeams?
Meh, I was just tinkering around while I was waiting around. Maybe I'll redo it.
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What's with all the square box characters in the table code?
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What's with all the square box characters in the table code?
What square boxes?
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Tabs?
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Yah, tabs... without the code switch, you can't see them. Also you can't see them in FF anyways. The tab boxes are sort of a mystery to me, I do believe that they can adversly affect a file, but I'm not sure. Maybe this was a problem worked out in a previous build or something.
#Primary Weapons
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @Welding Laser
+Title: XSTR("GTW Welding Laser", -1)
+Description:
XSTR(
"Stolen from Ganemeyde Repair Station.
Unknown Hull Damage
Unknown Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Welding Laser", -)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"This welding laser is standard issue in shipyards. Designed to melt cap ship hulls, you decided to steal one, hacck it onto your ship, and try it out.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 250
@Laser Color2: 0, 0, 250
@Laser Length: 70.0
@Laser Head Radius: 0.5
@Laser Tail Radius: 0.5
$Mass: 1.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.003 ;; in seconds
$Damage: 1500
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 0.03 ;; How long this thing lives
$Energy Consumed: 0.01 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
#End
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People really shouldn't use any formatting when writing tables. That includes tabs.
If you want arrange the data in the tables for easier readability simply use empty spaces. Some text editors (like Araneae for example) have option of setting the tab-'key press' to insert three spaces instead of single tab.
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um, no...
anyway, what concept was this suposed to prove?
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I think he's after the welding laser used in the vid where they show the construction of the Colossus.
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So more like something you have used in the background for flavor... In a shipyard etc...
Either for missions or home brewed cut scenes.
I suggest changing the damage to 1 point. That way you see the beam affect the target (unless 0 still has the damage effect? I don't remember)
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Try 0 first...
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show some screenys if you get it to work.
if it is like the welding beam, you could have like a defend a shipyard from a sudden attack-like mission and have the worker drones attack the enemys cruiser or whateva. :pimp:
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Yeah right... do worker drones have shields? If they don't and they are piloted, it'd be out of the question.
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well, it could be they have signifigant armor plating, in case of accidents, and as a failsafe im asuming they have guys who control them from far away.
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I think he's after the welding laser used in the vid where they show the construction of the Colossus.
Yeah, it was just me bored one day.
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FRED crashed when i loaded a ship using this. it must be the tabs.
ps: bob's AF kato does the same. stupid tabs >.<
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Well, you can fix it... (http://www.hard-light.net/forums/index.php/topic,45486.msg935494.html#msg935494)
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FRED crashed when i loaded a ship using this. it must be the tabs.
ps: bob's AF kato does the same. stupid tabs >.<
WELL, if the tabs are SUCH A PROBLEM, why doesn't the game crash on you all the time?
CAUSE THE RETAIL TABLES HAVE THE TABS! :hopping:
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- OK, the SCP uses the retail tables.
OK, let me get this straight. The game doesn't always crash. Usually only if there are more than three tabs, IIRC. All I know is, when you remove the tabs, the problem is gone. (If they were the reason for the problem.) It has been a long time since I played with custom mods (but I'm going to be doing a lot of it soon). If you notice in this (http://www.hard-light.net/forums/index.php/topic,45486.msg935504.html#msg935504) post, when you remove the tabs, some of the returns are missing, resulting in merged lines...
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- OK, the SCP uses the retail tables.
OK, let me get this straight. The game doesn't always crash. Usually only if there are more than three tabs, IIRC. All I know is, when you remove the tabs, the problem is gone. (If they were the reason for the problem.) It has been a long time since I played with custom mods (but I'm going to be doing a lot of it soon). If you notice in this (http://www.hard-light.net/forums/index.php/topic,45486.msg935504.html#msg935504) post, when you remove the tabs, some of the returns are missing, resulting in merged lines...
That's just doing a bad job of removing the tabs.
Oh, and the tabs still don't show up as boxes for me in Firefox.
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I said, that you had to use IE or IETab... and if you didn't notice, my instructions for removing the tabs were perfectly alright. :p
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you do relize, that your talking about a problem long since resolved.
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I hate it when people post stuff like that, and then don't bother to elaborate.