Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on May 17, 2007, 12:02:41 am

Title: more annoying questions
Post by: --Steve-O-- on May 17, 2007, 12:02:41 am
i've perused these pages and found dead ends.
okay question 1
has anybody found a way to crack that annoying problem of beam cannons wanting to use the default launch sound instead of custom launch sounds?

and is it possible to use a beams muzzel glow (mainly the warmup phase) of standard primary cannons?

OH and are there any good references to beam sections RGBA. i am no good at trying to figure out the colors and alphas.
Title: Re: more annoying questions
Post by: Centrixo on May 17, 2007, 03:18:58 am
R , RED
G, GREEN
B, BLUE

0-255, 0 being no colour and 255 meaning all colour.

so if you want purple.

R, 175.
G, 000.
B, 150.

something like that.

Title: Re: more annoying questions
Post by: Wanderer on May 17, 2007, 11:32:37 am
ATM you can sort of 'crack' the issue by nulling the sound (IIRC) 124. And then include the launch sound into the actual looping beam sound (which then should have the exact same length as the beam firing. But it is hackish.

Muzzleflashes can be used with standard primaries and secondaries, but 'delayed firing' like with beam cannons is atm not possible unless you are into scripting.. and even then it wouldn't be too easy. Colors are simple red-green-blue values, if you are not too familiar with those values then something like GIMP (or just about any such proggie) can be of some use.
Title: Re: more annoying questions
Post by: --Steve-O-- on May 17, 2007, 07:53:22 pm
thanks for the reply!
i went and made a new sound, except i attatched the firing sound to the warmup sound. i thought about the loop but wasn't sure if it would sound weird. the beam itselfs actually fires in a quick 2 second pulse. i'll play with it though.
Title: Re: more annoying questions
Post by: --Steve-O-- on May 18, 2007, 12:12:29 pm
the animation code when triggered with primaries, does it activate when a gun is elected or fired? and can objects be hinged at 45 degrees relative to the hull, like having vent panels open in an X fashion along the the length of the hull rather than + ? is it restricted to certain axis ?
i have a cool in my head idea for a fighter built around a pulse beam cannon that animates.
Title: Re: more annoying questions
Post by: Wanderer on May 18, 2007, 12:28:30 pm
Well.. AFAIK (havent really tried all of the options) 'primary_bank' and 'secondary_bank' triggers activate when you select the weapon bank. And no its not restricted into a single axis but then you'll have to figure out the proper rotation values. 'turret firing' on the other hand works apparently only with turrets.

Title: Re: more annoying questions
Post by: --Steve-O-- on May 18, 2007, 01:58:57 pm
so as long as the subobject axis is set properly then the animation code will animate relative to the subobjects XYZ axis and not the main hull's XYZ axis? sounds like it should work in my head