Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Topgun on April 05, 2007, 11:16:10 am

Title: never fire a shot...
Post by: Topgun on April 05, 2007, 11:16:10 am
Hi, is it possible to make a beam that only warms up then warms down without ever shooting?
Title: Re: never fire a shot...
Post by: Mobius on April 05, 2007, 11:28:18 am
Well, if you set the endurance of the beam to 0 or a very low value(1 ms), yeah.
Title: Re: never fire a shot...
Post by: Wanderer on April 05, 2007, 11:31:19 am
Well... I think it has to shoot but you make it shoot beam which has effective length of almost zero.  And then set it to shoot at targets beyond its reach. Would that work?
Title: Re: never fire a shot...
Post by: jr2 on April 05, 2007, 12:08:24 pm
Yeah, when it warms up, shoot it with double Stiletto IIs.  :drevil:  I've seen beams become disabled just as they were warming up; they go immediately to warm down.
Title: Re: never fire a shot...
Post by: redsniper on April 05, 2007, 01:55:08 pm
That's usually when the beam's target moves out of range while the beam is warming up.
Title: Re: never fire a shot...
Post by: takashi on April 05, 2007, 02:15:14 pm
i can make that.
Title: Re: never fire a shot...
Post by: Snail on April 05, 2007, 03:38:07 pm
Really.
Title: Re: never fire a shot...
Post by: takashi on April 06, 2007, 11:52:51 am
Code: [Select]
#Primary weapons

;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
;        beam weapons are a very special case weapon
$Name:                                  @Zodiac
+Title:                                 XSTR("GTBW Zodiac", -1)
+Description:
XSTR(
"fighter mounted beam
Level X Hull Damage
Level X Shield Damage", -1)
$end_multi_text
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 000, 230, 255
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass:                           31.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     3.0             ;; in seconds
$Damage:                        19
$Armor Factor:                  2.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      50.0            ;; How long this thing lives
$Energy Consumed:               5.30            ;; 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: 11500 ;; Limit to range at which weapon will actively target object
$Flags:                         ( "player allowed" "beam" )
$Icon:                          iconNewton
$Anim:                          Newton
$Impact Explosion:              Kayser_Impact
$Impact Explosion Radius:       5.50
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life: 0.0001 ;; how long it lasts once the beam is actually firing
+Warmup: 200 ;; warmup time in ms
+Warmdown: 200 ;; warmdown time in ms
+Radius: 1.0 ;; 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: 2.4 2.0 1.5 1.25 1.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 179 ;; the looping beam-firing sound
+WarmupSound: 182 ;; associated warmup sound
+WarmdownSound: 189 ;; associated warmdown sound
+Muzzleglow: thrusterglow1 ;; muzzle glow bitmap
+Shots: 3 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam
+Width: 0.5 ;; width of the section
+Texture: beam-dblue ;; 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: 1.0 ;; width of the section
+Texture: beam-white ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe

#End