Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: james777 on January 05, 2008, 11:00:10 am
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can anyone make weapons for me?
If anyone could make any, they can be any type.
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Almost any one can make new weapons for the game - as you do not really need more than notepad for it... Though the best would probably be to learn to do it yourself.
http://www.hard-light.net/wiki/index.php/Weapons.tbl
Can you describe what kind of weapons? For what purpose? Anything?
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Any type. bombs. guns. Lasers. Missiles.
For Retail FreeSpace 2
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Ever thought about switching to FSO?
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I'm bored. I will
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no. I don't have the net. I'm at a m8s
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Technically you would only need the FreeSpace Open exe files... Well retail compatibility makes usage of tbms and such impossible and prevents the usage of any of the added options.
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Sry for the noob questions, but...
a) Where can I find the .tbl files and,
b) Where do I put them for them to be loaded?
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so, is anyone going to make me some weapons for me?
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Sry for the noob questions, but...
a) Where can I find the .tbl files and,
b) Where do I put them for them to be loaded?
a) If you mean just the table files regarding FS2, in Root-fs2.vp.
b) Into one of the \data\tables\ folders.
so, is anyone going to make me some weapons for me?
What do you need them for, anyways?
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i'm doing a mod
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Sry for the noob questions, but...
a) Where can I find the .tbl files and,
b) Where do I put them for them to be loaded?
a) If you mean just the table files regarding FS2, in Root-fs2.vp.
b) Into one of the \data\tables\ folders.
so, is anyone going to make me some weapons for me?
What do you need them for, anyways?
Waaaiiit.
Lemme guess.
I need VPview, which in my knowledge only exists for PCs :sigh: :(
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Waaaiiit.
Lemme guess.
I need VPview, which in my knowledge only exists for PCs :sigh: :(
Maja works too. Java-based, so works with Mac 'n Nux, as well.
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Maja release thread (http://www.hard-light.net/forums/index.php/topic,47412.0.html) or http://www.hard-light.net/wiki/index.php/Maja
Or Retail FS2 weapons.tbl (http://koti.mbnet.fi/vekkup/FS2/Oldtables/FS2/weapons.tbl)
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; ----------------------------------------------------------------------------------
; kgehyn
;
$Name: kgehyn
+Title: XSTR("GTW kgehyn", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("kgehyn", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The kgehyn is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The kgehyn works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 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 ;; TS - I forget if you're allowed to have none, but this weapon isn't supposed to have one and I'm to lazy to give you the blank file
@Laser Color: 0, 0, 255
@Laser Color2: 0, 0, 255
@Laser Length: 20.0
@Laser Head Radius: 1.00
@Laser Tail Radius: 0.80
$Mass: 0.2
$Velocity: 2500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.05 ;; in seconds
$Damage: 23
$Armor Factor: 1.0
$Shield Factor: 0.6
$Subsystem Factor: 0.3
$Lifetime: 0.8 ;; How long this thing lives
$Energy Consumed: 0.40 ;; 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
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also can anyone make beams and big ship guns
; ----------------------------------------------------------------------------------
; kgehyn
;
$Name: kgehyn
+Title: XSTR("GTW kgehyn", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("kgehyn", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The kgehyn is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The kgehyn works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 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 ;; TS - I forget if you're allowed to have none, but this weapon isn't supposed to have one and I'm to lazy to give you the blank file
@Laser Color: 0, 0, 255
@Laser Color2: 0, 0, 255
@Laser Length: 20.0
@Laser Head Radius: 1.00
@Laser Tail Radius: 0.80
$Mass: 0.2
$Velocity: 2500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.05 ;; in seconds
$Damage: 23
$Armor Factor: 1.0
$Shield Factor: 0.6
$Subsystem Factor: 0.3
$Lifetime: 0.8 ;; How long this thing lives
$Energy Consumed: 0.40 ;; 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
Thx. ;)
EDIT: keep making good guns
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; ----------------------------------------------------------------------------------
$Name: @Fusion Mortar MKIV
$Model File: harbinger.pof
$Mass: 0.1
$Velocity: 700.0
$Fire Wait: 5.0
$Damage: 600 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 20 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.3
$Subsystem Factor: 1.0
$Lifetime: 6.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 2.0
+View Cone: 50.0
$LaunchSnd: 102 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ("Big Ship" "Huge" "Bomb") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 2 ;; Width of trail nearest missile
+End Width: 1 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 10 ;; how many seconds before trail disappears
+Bitmap: MissileTrail01 ;; Bitmap used to draw trail
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: none
Best works in batteries. ex. the triple barrel turrets of an orion.
EDIT: If you do use these in your mod, don't forget to give me credit :D. :nervous:
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How about a machinegun, a sort of miniature flak gun that can be fitted on fighters?
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good :D
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Out of boredom... turret gun
$Name: Bogus Turret
$Model File: none
@Laser Bitmap: laserglow03
@Laser Glow: 2_laserglow03
@Laser Color: 100, 255, 100
@Laser Color2: 0, 225, 0
@Laser Length: 12.0
@Laser Head Radius: 3.0
@Laser Tail Radius: 3.0
$Mass: 0.4
$Velocity: 750.0
$Fire Wait: 0.75
$Damage: 100
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 2.0
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 111
$ImpactSnd: 85
$Flags: ("Big Ship")
$Icon: icongun03
$Anim: LoadGun02
$Impact Explosion: none
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$Name: jhsiob
$Model File: hornet.pof ;; flak weapons are invisible until they hit or explode, so this doesn't really matter
$Mass: 0.2
$Velocity: 700.0 ;; really fast - like AA fire
$Fire Wait: 0.03 ;;
$Damage: 40
$Blast Force: 45.0
$Inner Radius: 10.0 ;; radius at which damage is full
$Outer Radius: 15.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.2
$Shield Factor: 0.7
$Subsystem Factor: 0.2
$Lifetime: 1.5
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: NO
$LaunchSnd: 116
$ImpactSnd: 117
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "Flak" "particle spew" "Player allowed")
$Trail
+Start Width: 0.8
+End Width: 0.5
+Start Alpha: 0.8
+End Alpha: 0
+Max Life: 2
+Bitmap: newmiss5
$Icon: iconmissile06
$Anim: LoadMissile04
$Impact Explosion: Exp20
$Impact Explosion Radius: 25.0
$Muzzleflash: mflash_small
Not sure if this will work...
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can you get new names :confused:
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Yeah. Just replace what it says in the name row. I just randomly hit keys on my keyboard for that name.
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i wod like some names
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You think it's a good idea to be making a mod if you have no ideas on anything? Suit yourself.
GTM-9 Colostomizer missile
GTW-66 Magma cannon
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yes, I'm just not good whvi names
keep making weapons
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I already offered to do a couple for you. If you just tell me what you want I can do it.
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any type.
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when I have time later I'm archiving those posts.
James it might help people if they knew what kind of mod you were working on.
What have you done for it so far?
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well, I am doing big mod, taking out some of the Retail ships and all the weapons. you can say i'm doing my oun FreeSpace 2. ships i'm good. but weps, no.
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If I'm right, Fire Wait variable = Rate of fire?
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Heres a really really quick sniper weapon. You using retail makes it a little bit difficult and it's not balanced but just try it out. I haven't had the chance to so it's sort of a first draft. I just had like 5 minutes free and decided to help.
$Name: @NAME HERE
+Title: XSTR("NAME HERE", 3243)
+Description:
XSTR(
"DESCRIPTION
HERE", -1)
$end_multi_text
+Tech Title: XSTR("Subach HL-7", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"TECH HERE", -1)
$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: laser1_2_glow
@Laser Color: 255, 110, 00
@Laser Color2: 255, 180, 00
@Laser Length: 0.01
@Laser Head Radius: 0.01
@Laser Tail Radius: 0.01
$Mass: 0.6
$Velocity: 2000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.60 ;; in seconds
$Damage: 200
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 2.00 ;; How long this thing lives
$Energy Consumed: 3.3 ;; Energy used when fired
$Cargo Size: 0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 0
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "player allowed" "shudder")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 1.0 ;; Width of trail nearest missile
+End Width: 1.0 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.8 ;; how many seconds before trail disappears
+Bitmap: Contrail ;; Bitmap used to draw trail
$Icon: iconSD4
$Anim: SD4
$Shots: 1
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The Super Mega Ultra Weapon of Death (TM)
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: SMUWOD ;; pronounced "smuh - wad"
+Title: XSTR("SMUWOD", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("SMUWOD", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The SMUWOD is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The SMUWOD works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 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: 255, 255, 255
@Laser Color2: 255, 255, 255
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 50
$Velocity: 9999.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.0000000000001 ;; in seconds
$Damage: 10000
$Armor Factor: 999
$Shield Factor: 999
$Subsystem Factor: 999
$Lifetime: 99.0 ;; How long this thing lives
$Energy Consumed: 0.00000001 ;; 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
-
Heres a really really quick sniper weapon. You using retail makes it a little bit difficult and it's not balanced but just try it out. I haven't had the chance to so it's sort of a first draft. I just had like 5 minutes free and decided to help.
$Name: @NAME HERE
+Title: XSTR("NAME HERE", 3243)
+Description:
XSTR(
"DESCRIPTION
HERE", -1)
$end_multi_text
+Tech Title: XSTR("Subach HL-7", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"TECH HERE", -1)
$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: laser1_2_glow
@Laser Color: 255, 110, 00
@Laser Color2: 255, 180, 00
@Laser Length: 0.01
@Laser Head Radius: 0.01
@Laser Tail Radius: 0.01
$Mass: 0.6
$Velocity: 2000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.60 ;; in seconds
$Damage: 200
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 2.00 ;; How long this thing lives
$Energy Consumed: 3.3 ;; Energy used when fired
$Cargo Size: 0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 0
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "player allowed" "shudder")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 1.0 ;; Width of trail nearest missile
+End Width: 1.0 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.8 ;; how many seconds before trail disappears
+Bitmap: Contrail ;; Bitmap used to draw trail
$Icon: iconSD4
$Anim: SD4
$Shots: 1
*shamelessly plugs his own mod*
This one has had some work put into it. There's also been...extensive playtesting. :P
It looks better with the mediavps, and is nasty when put in the triple gun mount of the SF Dragon (will be renamed soon).
; ----------------------------------------------------------------------------------
$Name: Sniper Laser
+Title: XSTR("Sniper Laser", -1)
+Description:
XSTR(
"Long Range
High Energy Usage
Range 2000m Power Use 6W ROF 0.50/s", -1)
$end_multi_text
+Tech Title: XSTR("Sniper Laser", -1)
+Tech Description:
XSTR(
"The Sniper Laser was designed long ago to destroy enemies at long range. A concentrated bolt of energy is fired at the enemy, to destroy smaller ships or turrets on larger ones from a safe distance. Unfortunately, the weapon consumes a large amount of energy.", -1)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Glow: 2_laserglow03
@Laser Color: 200, 31, 30
@Laser Color2: 200, 31, 30
@Laser Length: 7.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.2
$Velocity: 2000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 2.0 ;; in seconds
$Damage: 200
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0
$Energy Consumed: 12.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 103 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("in tech database" "player allowed" )
$Icon: iconCirce
$Anim: LoadGun07
$Impact Explosion: none
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Wow, that's...similar... :drevil:
The difference being that yours looks like it was fine tuned (and mine really wasn't :p) and that your's seems to be built more for larger ship-ship warfare while mine is more against fighters.
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Except in my experience enemy fighters are bloody hard to hit at 2000m unless they're heading directly at you, and it's worse at 4000m (the range of your weapon) or 100000m (which you seem to have set the AI to fire at). Particularly with gun placements being the way they are on shivan (or even vasudan) fighters. :P
Though, there are advantages for a weapon with a higher refire like yours for hitting fighters, since you're more likely to hit. Then again, it's no longer a sniper weapon, it's long range smackdown. :D
For a demonstration of what I mean when I say hitting stuff at long range is hard, try shooting fighters with a maxim at max range (3600m), especially when they're already fighting other ships, and making every shot land.
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*cough* That's what missiles are for *cough*
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The thing is that nobody can help make weapons, james777, if you don't tell them what you want. You can't just decide "oh, I'm doing a mod, so I need weapons. It doesn't matter what kind of weapons they are, as long as they're not FS2 weapons!" Mods need balance. Even if it's just a recoloured Subach, it will provide diversity while giving the player a choice they can depend on.
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*cough* That's what missiles are for *cough*
Missiles are fun. :)
Also, my weapon as it is is mostly useful for taking out turrets on capships from range (though there are also missiles that are more effective at that) and softening up wings of fighters/bombers as they are closing in. Near useless for dogfighting unless you have a really good shot at another fighter, but that's sniper weapons for you.
Seriously though, available weapons in a mod should normally have (IMHO):
- balance - no fun if one weapon makes every other seem useless, right?
- variety - unless it's a well rounded standard-type weapon, you usually want a few that do different things.
- progression - you may have a few that are better, and want them for "elite pilots" nearing the end of a campaign or something, eg. kayser.
- FUN - the most important part. :D
The details are up to you, of course. It's your mod. Hopefully, I've got all those things in mine. :nervous:
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I have got some weak ones. so can you make elite ones. add names
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Random tactical missile that disrupts subsystems and fires off 6 EMP missiles (EMP Adv. derivative). Try not to fire it at close range since you'll get caught in the EMP storm.
I recommend pasting this one after the Tag-C entry.
$Name: Petrifier
+Title: XSTR("GTM-31R Petrifier Missile", -1)
+Description:
XSTR("Tactical Missile
Disrupts Subsystems
Releases 6 EMP Missiles", -1)
$end_multi_text
+Tech Title: XSTR("GTM-31R Petrifier Missile", -1)
+Tech Anim: Tech_GTI_TAG_Missile_C
+Tech Description:
XSTR("The Petrifier is a highly advanced tactical payload missile designed for suppresive attacks on large targets. Upon impact with a cruiser, corvette or destroyer, the Petrifier releases a wave of low-level radio waves which effectively seize up the weapons and engines subsystems of the target. The effect lasts for around ten seconds. In addition to this payload, upon impact, the Petrifier also fires off several submunitions charged with electro magnetic pulses, similar to those used on the EMP Adv. missile. These submunitions disrupt targeting and control of fighters for a limited amount of time. When fired at a heavily protected target from long range, the Petrifier's main payload will neutralize the target's defenses while the EMP submunitions will distract the target's escorting fighters. It is not recommended to fire this missile from within 500 meters, as the EMP pulses can damage friendly fighters also.", -1)
$end_multi_text
$Model File: tagc.pof
$Mass: 0.4
$Velocity: 350.0
$Fire Wait: 12.0
$Damage: 20
$Damage Type: SubMiss
$Blast Force: 1.0
$Inner Radius: 10.0
$Outer Radius: 400.0
$Shockwave Speed: 0
$Armor Factor: 0.3
$Shield Factor: 2.0
$Subsystem Factor: 1.0
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 8
$Homing: YES
+Type: ASPECT
+Turn Time: 3.0
+Min Lock Time: 3.5
+Lock Pixels/Sec: 70
+Catch-up Pixels/Sec: 120
+Catch-up Penalty: 15
$LaunchSnd: 89
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.2
$Flags: ( "in tech database" "player allowed" "Huge" "Bomb" "No Dumbfire" "Electronics" "Spawn Cluster EMP Baby,6" )
$Icon: iconTagC
$Anim: tagC
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
You MUST place this one after Cluster Bomb Baby or it won't work!!
$Name: Cluster EMP Baby
$Model File: hornet.pof
$Mass: 1.2
$Velocity: 175.0
$Fire Wait: 0.5
$Damage: 10 ;; damage applied when within inner radius
$Blast Force: 10.0
$Inner Radius: 320.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 640.0 ;; max radius for attenuated damage
$Shockwave Speed: 500 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 1.0
$Energy Consumed: 0.0
$Cargo Size: 2.0
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 1.5
+View Cone: 180.0
$LaunchSnd: 94
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 1.0
$Flags: ("child" "EMP")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0 ;; how many seconds before trail disappears
+Bitmap: MissileTrail03 ;; Bitmap used to draw trail
$Icon: iconmissile08
$Anim: LoadMissile06
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
Quite fun Rockeye derivative. Pretty dangerous against Fenris cruisers and Argo transports.
$Name: Chaos
+Title: XSTR("GTM MX-89 Chaos", -1)
+Description:
XSTR(
"Special Issue
Swarm
Fire and Forget", -1)
$end_multi_text
+Tech Title: XSTR("GTM MX-89 Chaos", -1)
+Tech Anim: Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"The Chaos is a basic heat seeking missile designed to be fired in large swarms. Though they have a small payload, if enough are fired they almost will certainly hit and cause considerable damage. They can be used against cruisers or smaller targets, but they do negligible damage to corvette class ships and larger.", -1)
$end_multi_text
$Model File: MX-50.pof
$Mass: 5.0
$Velocity: 200.0
$Fire Wait: 0.3
$Damage: 10
$Blast Force: 200.0
$Inner Radius: 20.0
$Outer Radius: 40.0
$Shockwave Speed: 0.0
$Armor Factor: 2.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 5.0
$Energy Consumed: 0.0
$Cargo Size: 0.3
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.85
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 94 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "player allowed") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.4 ;; Width of trail nearest missile
+End Width: 0.1 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0 ;; how many seconds before trail disappears
+Bitmap: MissileTrail02 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
$Name: Maelstrom
+Title: XSTR("GTM A-3 Maelstrom Rocket", -1)
+Description:
XSTR(
"Special Issue
High-Yield Rocket", -1)
$end_multi_text
+Tech Title: XSTR("GTM A-3 Maelstrom", -1)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Easily the most dangerous weapon against small capital ships, this missile fires a swarm of 18 high-yield rockets which can rip apart enemy cruisers with ease. Minimal damage against shields decreases their effectiveness against fighters, however.", -1)
$end_multi_text
$Model File: Tempest.pof
$Mass: 0.1
$Velocity: 1000.0
$Fire Wait: 10.0
$Damage: 50 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.6
$Lifetime: 1.8
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.25 ;; Amount of space taken up in weapon cargo
$Homing: NO
$Swarm: 18
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "player allowed" "huge" "bomb")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.1 ;; Width of trail nearest missile
+End Width: 0.2 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 ;; how many seconds before trail disappears
+Bitmap: MissileTrail01 ;; Bitmap used to draw trail
$Icon: iconTempest
$Anim: Tempest
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 2.0
-
cool :)
-
Almost dumbfire missile...
;; Spray and Pray weapon
$Name: Rage
+Title: XSTR("GTM MX-6B Rage Missile", -1)
+Description:
XSTR(
"Standard Issue
High-Payload Missile", -1)
$end_multi_text
+Tech Title: XSTR("GTM MX-6B Rage", -1)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"The GTM MX-6B Rage is an alternative to its predecessor, the Tempest missile. Though slower and a bit larger the Rage has small heat seeking homing unit build onto the missile as well as larger warhead. This enables Rage to be used especially in anti-subsystem role as pilot is no longer required to keep the target dead center of his targeting reticle when firing Rage missiles .", -1)
$end_multi_text
$Model File: Tempest.pof
$Mass: 0.15
$Velocity: 325.0
$Fire Wait: 0.30
$Damage: 55
$Blast Force: 0.2
$Inner Radius: 10.0
$Outer Radius: 20.0
$Shockwave Speed: 0
$Armor Factor: 1.0
$Shield Factor: 0.65
$Subsystem Factor: 0.8
$Lifetime: 2.5
$Energy Consumed: 0.0
$Cargo Size: 0.35
$Homing: YES
+Type: HEAT
+Turn Time: 2.50
+View Cone: 90.0
$Homing: NO
$LaunchSnd: 90
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 12.0
$Flags: ( "in tech database" "player allowed")
$Trail:
+Start Width: 0.25
+End Width: 1.5
+Start Alpha: 0.5
+End Alpha: 0.0
+Max Life: 0.4
+Bitmap: newmiss2
$Icon: iconTempest
$Anim: Tempest
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
-
good
-
The Petrifier, like all tactical weapons in FS, is rather useless against AI though.
The next one just wacks you around and does a bit of damage. Morning Star for Shivans. Way, way better than the Shivan Light Laser, it does a lot more damage (but not an insane amount of damage) and smacks you around. Very good on the Dragon's second gunmount. ;7
$Name: Shivan Kinetic Laser
$Model File: none ; laser1-1.pof
; The following fields (preceded by @) are only required for laser (the 3 ellipse
; thing) rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laserglow01
@Laser Glow: 2_laserglow03
@Laser Color: 200, 30, 30
@Laser Color2: 200, 30, 30
@Laser Length: 0.50
@Laser Head Radius: 0.50
@Laser Tail Radius: 0.50
$Mass: 3.5
$Velocity: 700.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.1 ;; in seconds
$Damage: 8
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 100 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ()
$Icon: icongun07
$Anim: LoadGun07
$Impact Explosion: none
-
:D
I need some Primaries now, for the player and some Shivan ones.
I also need a bomb for the player.
For one of the Primaries, can you do me a green Subach.
-
Green subach. (GL stands for Gamma Laser, not Green laser. And I know "gamma lasers" can't exist but I don't care. The tech description is scientifically impossible too). Oh, it turns purple after a certain range BTW.
I couldn't get it to look right normally, so I had to create my own effect, which is attached to the bottom of this post. Stick the file in the .zip into your data\effects folder. I quite like my invention. Been a long time since I created my own effect for a good old school retail weapon. :)
Table:
$Name: Subach GL-7
+Title: XSTR("Subach GL-7", 3243)
+Description: XSTR(
"Standard Issue Level 5 Hull Damage Level 4 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("Subach GL-7", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description: XSTR(
"The Subach GL-7 is an gamma radiation emitter which amplifies gamma rays into a coherent beam of highly focused gamma beams. Far more dangerous than the xaser version of the weapon, the GL-7 does almost twice the damage of the HL-7 laser. The Subach GL-7 is capable of penetrating shields and ripping through hulls. With a high rate of fire, the Subach GL-7 can easily vaporize enemy fighters in just a few hits. However, the Subach GL-7 uses up more than twice the amount of energy the HL-7 operationally needs, making the Subach GL-7 a much less stable weapon in combat. However, the increased damage is deemed by most pilots as acceptable payoff for the increased energy usage.", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo10
@Laser Glow: 2_laserglow03
@Laser Color: 0, 250, 0
@Laser Color2: 125, 0, 125
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90
$Mass: 0.2
$Velocity: 600.0
$Fire Wait: 0.18
$Damage: 25
$Armor Factor: 1.2
$Shield Factor: 0.9
$Subsystem Factor: 0.3
$Lifetime: 2.0
$Energy Consumed: 0.5
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 76
$ImpactSnd: 85
+Weapon Range: 100000
$Flags: ("in tech database" "player allowed" "stream" "in tech database")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
I hope you liek it. (misspelling intentional)
[attachment deleted by ninja]
-
Actually, a gamma ray laser is quite possible and would make an effective weapon.
They're called 'grasers'.
-
well boy, let me make you a man's weapon, something that will rip their guts out....
$Name: Shank
+Title: XSTR("Shank", 3243)
+Description: XSTR(
"Kills a couple guys ", 3244)
$end_multi_lives
+Tech Title: XSTR("Shank", 146)
+Tech Anim: Tech_Shank
+Tech Description: XSTR(
"A 1ft long piece of jagged broken glass, formed by smashing a plate
glass window, the handle is made from the best strips of electrical tape,
it is designed it slice jugulars or to break off when stabbed deep into
some poor *******'s guts, after most of it is broken off it can still be
used to deliver stabs to the eyes and neck.", -1)
$end_multi_lives
$Model File: none
@Laser Bitmap: bloodyglassshank01
@Laser Glow: 2_dripping blood
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 12.0
@Laser Head Radius: 90.90
@Laser Tail Radius: 90.90
$Mass: 15.0
$Velocity: asfastasyoucanswing
$Fire Wait: 1
$Damage: asmuchasyouwant
$Armor Factor: 1
$Shield Factor: 1
$Subsystem Factor: 1
$Lifetime: veryshory
$Energy Consumed: 0.0
$Cargo Size: dependswhereyouhideit
$Homing: YES
$LaunchSnd: 76
$ImpactSnd: 85
+Weapon Range: howwellcanyouthrow
$Flags: ("in tech database" "player allowed" "stream" "in tech database")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
(this wont actually work for fs2)
-
Actually, a gamma ray laser is quite possible and would make an effective weapon.
No that's not possible. A gamma ray is electromagnetic radiation on a completely different wavelength from light. Since it's different from light, there is no way it can be a gamma ray-light amplification stimulating emitting radiation thing (or whatever laser stands for). :P
They're called 'grasers'.
Yar, grasers are different from lasers, since lasers deal with light.
-
I theorized that, when you put a photo plate behind a Fighter, and fire a HL-7 on it, you'll get a perfect X-Ray image.
-
I theorized that, when you put a photo plate behind a Fighter, and fire a HL-7 on it, you'll get a perfect X-Ray image.
Yes. And if you do it in the right mission on the right wingman, you can see some nekkid hot babes too.
-
Or more the skeleton of there of.
-
Yes yes whatever, the former would have been more favorable.
-
Yar, grasers are different from lasers, since lasers deal with light.
In physics, 'light' often just refers to 'EM radiation.' 'Visible light' indicates the bands that you're thinking of.
You're right, it's not strictly correct to say 'gamma-ray laser', but it's nonetheless pretty common.
-
I hope this isn't too much of a "necro-post"... since the thread maker still needs weapons...
For a demonstration of what I mean when I say hitting stuff at long range is hard, try shooting fighters with a maxim at max range (3600m), especially when they're already fighting other ships, and making every shot land.
Agreed, but why have a weapon with a range of 3,600 meters when you can buy my new (relatively) Jaeger (TM [TM]) and fire at stuff up to 9,000 meters away...
and it is all yours for: 1 copy and paste...
; Jaeger
;
$Name: @Jaeger
+Title: XSTR("Imperial Jaeger", 3250)
+Description:
XSTR(
"Anti Fighter Weapon
Medium Hull Damage
Medium Shield Damage", 3251)
$end_multi_text
+Tech Title: XSTR("Jaeger", 3252)
+Tech Anim: Tech_Mekhu_HL-7
+Tech Description:
XSTR(
"The Jaeger is not only a type of ship being developed by the Imperial Union, but a gun designed to be wielded by it... In the meantime it is only fittable on the SIU Chaos... It is a long range anti-fighter gun, it is also quite accurate...", 3253)
$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: 255, 100, 0
@Laser Color2: 0, 255, 0
@Laser Length: 12.0
@Laser Head Radius: 0.40
@Laser Tail Radius: 0.50
$Mass: 0.4
$Velocity: 1500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.25 ;; in seconds
$Damage: 40
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 6.0 ;; How long this thing lives
$Energy Consumed: 3.5 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 82 ;; 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
And, as a free bonus to celebrate the Jaeger's first appearence (and it is very un-likely that I will ever post it again unless someone else asks for weapons), here is the Jaeger (TM[TM])
; Jaeger (TM[TM])
;
$Name: @Jaeger (TM[TM])
+Title: XSTR("Jaeger Special edition", 3250)
+Description:
XSTR(
"Anti Fighter Weapon
Medium Hull Damage
Medium Shield Damage", 3251)
$end_multi_text
+Tech Title: XSTR("Jaeger Special Edition", 3252)
+Tech Anim: Tech_Mekhu_HL-7
+Tech Description:
XSTR(
"In celebration of the first appearence of the Jaeger, the Imperial Union has released a special edition one that is only available to anyone who copied it from this post and pasted it into their weapons table, or if someone got it and someone else asked them to give them a copy of it, so they could use it... anyways, this weapon isn't really meant to be used in serious battle...", 3253)
$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: 255, 100, 0
@Laser Color2: 0, 255, 0
@Laser Length: 12.0
@Laser Head Radius: 0.40
@Laser Tail Radius: 0.50
$Mass: 0.4
$Velocity: 1500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.10 ;; in seconds
$Damage: 14
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 6.0 ;; How long this thing lives
$Energy Consumed: 3.5 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 82 ;; 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")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.6 ;; Width of trail nearest missile
+End Width: 1.4 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 4.0 ;; how many seconds before trail disappears
+Bitmap: newmiss3
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$FOF: 4.00
Note: As I haven't thoroughly tested the Jaeger (TM[TM]) Special Edition, I have no idea what it can do in certain situations, or if it is imbalanced, or lag-inducing, I just created it here on the spot... have fun with it... (I have tested it once, I personally found it to be very fun to use...)
edit: If you were wondering, the whole thing was a joke about how some stores will advertise how good their products are, and how cheap they are, as well as having grand openings and anniversary specials, et cetera. Sorry if that was too obscure. Anyways, the Jaeger isn't actually very effective at 9,000 meters, but most of my weapons, unless they are specifically short-ranged, have long ranges, though they are not accurate at that range and usually shooting at that range is a waste of energy or ammo. The Jaeger isn't the longest ranged weapon I've made actually, nor the fastest, however those weapons fire very slowly (also, they are more anti-bomber than anti-fighter [due to bullet-type weapons doing more damage to MOST bombers and less to MOST fighters {thanks to the armor.tbl}] the Jaeger (TM[TM]) is inaccurate, but I find it very fun to use... I don't know why though... it even inspired me to make a weapon quite like it right afterwards (it is much more serious though...), it even led me to make the violent pie gun (violent+pie= pieolent), which has a lot of values relating to pi (meaning it fires about 3.14 times a second, it moves at 314 meters/second; yeah, it seems very nerdy, but I find it fairly fun to use, and you don't really have to be a nerd to recite the first 3 or so digits of pi, right?)
-
I hope this isn't too much of a "necro-post"... since the thread maker still needs weapons...
10 days... nah, it's not that bad. But I woudln't get your hopes up, since we haven't heard from the James dude in a while. In any case,
:welcomered:
-
Can anyone do me a blue Prometheus R, whiv a bit more kick.
-
$Name: Prometheus Xe
+Title: XSTR("GTW-5x Prometheus (retrofit) Cannon", -1)
+Description:
XSTR(
"Medium Energy Usage
Level 5 Hull Damage
Level 2 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("GTW-5x Prometheus Xe", -1)
+Tech Anim: Tech_GTW-5a_Prometheus_R
+Tech Description:
XSTR("The Prometheus Xe is a retrofit of the Prometheus cannon. Though the GTVA was temporarily able to gain access to sufficient amounts of Argon to produce the Prometheus S cannon, with the destruction of the Capella nodes, argon amounts again dropped. However, in 2369, the GTVA was able to modify the Prometheus R cannon to be far more efficient substituting argon with the elements of xenon and helium. The resulting laser is easily capable of penetrating through armor plating and shielding systems, but with increased energy usage and increased fire wait. The name Prometheus Xe comes from xenon's chemical symbol, Xe.", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow02
@Laser Glow: 2_laserglow03
@Laser Color: 20, 20, 150
@Laser Color2: 20, 20, 150
@Laser Length: 20.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.2
$Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.5 ;; in seconds
$Damage: 38
$Armor Factor: 1.6
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.60 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 79 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed" )
$Icon: iconPromR
$Anim: PromR
$Impact Explosion: none
Each bolt if very powerful but fires EXTREMELY slowly, so make each shot count.
-
Thx
can you do a red slow and weak Morning Star and a orange Akheton
-
Lamprey-like subsystem disruptor. Fires invisible bolts but with particle spew. Its refire rate is so high that it can disable even fighters.
$Name: Mekhu SDG ;; the anti-subsystem weapon
+Title: XSTR("GTW Mekhu SDG", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title: XSTR("GTW Mekhu SDG", -1)
+Tech Anim: Tech_Akheton_SDG
+Tech Description:
XSTR("Though the Akheton SDG was effective, its high cost and energy made it more effective to decomission the weapon and replace it with these far cheaper cannons. Though it has decreased effectiveness, it drains only one third of the energy the Akheton SDG consumed and also boasts a far higher refire rate. The Mekhu SDG fires a high-intensity burst of ion particles to disrupt ship subsystems and shields.", -1)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow: noglow
@Laser Color: 150, 150, 150
@Laser Color2: 150, 150, 150
@Laser Length: 0.8
@Laser Head Radius: 0.8
@Laser Tail Radius: 0.8
$Mass: 0.2
$Velocity: 600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.08 ;; in seconds
$Damage: 13 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to subsystems.
$Armor Factor: 0.0
$Shield Factor: 0.8
$Subsystem Factor: 1.0
$Lifetime: 1.0
$Energy Consumed: 0.2 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 83 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "in tech database" "player allowed" "Puncture" "particle spew" )
$Icon: iconScalpel
$Anim: Scalpel
$Impact Explosion: none
-
can you do a red, slow and weak Morning Star
-
Out of curiosity, how's your mod going?
-
Okay, but it seems to me that you just want recolored things, with different firing speeds, damages, et cetera... personally I think you should aim for uniqueness, and describe to us what you want the unique thing about the weapon to be like... (for instance, the Jaegers eccentrically long range), but oh well... here you go...
$Name: Club ;; the anti-subsystem weapon
+Title: XSTR("Club", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title: XSTR("Club", -1)
+Tech Anim: Tech_Akheton_SDG
+Tech Description:
XSTR("The club is the latest and greatest morning star*. It requires more energy, but does more** damage. *: Your opinion may vary. **: less is the new more. After all, isn't more energy consumption and less damage the reason the GTVA chose the Morning Star over the Flail in the first place?", -1)
$end_multi_text
$Model File: laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow: noglow
@Laser Color: 255, 0, 0
@Laser Color2: 255, 0, 0
@Laser Length: 0.8
@Laser Head Radius: 0.8
@Laser Tail Radius: 0.8
$Mass: 2.0
$Velocity: 800
$Fire Wait: 0.15 ;; in seconds
$Damage: 10 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to
$Armor Factor: 0.2
$Shield Factor: 0.8
$Subsystem Factor: 0.0
$Lifetime: 2.0
$Energy Consumed: 5.0
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 83 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "in tech database" "player allowed" )
$Icon: iconScalpel
$Anim: Scalpel
$Impact Explosion: none
In case you haven't already noticed I just copied the last post, the Mekhu SDG one, and modified it a lot, since i don't have a weapons.tbl on hand right now (but a knight of the weapons.tbl can fight without a weapon, and just use a normal table, like a coffee table, or dining room table, right?). I also decided that submitting other weapons from my campaign/mod might be a spoiler (though it will probably never be finished, and I'll probably just make a big battle map with all the ships and weapons)...
for the bomb you need (I am editing this post because I already posted not too long ago):
$Name: Green Water Balloon ;; the anti-subsystem weapon
+Title: XSTR("Green Water Balloon", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title: XSTR("Green Water Balloon", -1)
+Tech Anim: Tech_Akheton_SDG
+Tech Description:
XSTR("The Green Water Balloon is a balloon filled with water, it is supposed to distract escorters who are destroying any bomb that approaches the vessel they are guarding...", -1)
$end_multi_text
$Model File: laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow: noglow
@Laser Color: 0, 255, 0
@Laser Color2: 0, 255, 0
@Laser Length: 5.0
@Laser Head Radius: 5.0
@Laser Tail Radius: 5.0
$Mass: 5.0
$Velocity: 50.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 5.0 ;; in seconds
$Damage: 1 ;; Note, as a puncture weapon, hull damage is reduced by 75%. Base amount done to
$Blast Force: 1000
$Inner Radius: 5
$Outer Radius: 666
$Shockwave speed: 0.1
$Armor Factor: 0.0
$Shield Factor: 0.0
$Subsystem Factor: 0.0
$Lifetime: 20.0
$Energy Consumed: 0.0
$Cargo Size: 5.0
$Homing: NO
$LaunchSnd: 83 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "in tech database" "player allowed" "bomb")
$Icon: iconScalpel
$Anim: Scalpel
$Impact Explosion: none
This is a copy and paste of the previous weapon, only modified a lot...
edit: oh, and you wanted the club thing to be slow as well, okay, I'll change the velocity from 1,000 to 0.1 (never mind, I thought that that might be going a little... overboard, so I just changed it to 800, though you can always change it to 0.1 if you want), basically these weapons were my idea of jokes, rather than serious weapons.
-
Out of curiosity, how's your mod going?
ok
I need a bomb.
-
There was the bomb I posted in the other thread, but I think I should lay off for now and make the rest a surprise. (not that you haven't seen some of them in my older releases, but they've been tweaked since then. :P)
-
I need a alien weapon.
-
I need a alien weapon.
Don't we all?
-
I need some alien lasers and a alien beam.
-
For which race?
Be more specific please. As in, color, power, for whom, etc.
-
i'm going to make a new race. They will have hi power guns
-
So what color guns? Can I have a few screenshots...?
-
white
they will fly Shivan ships
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Rather strange, this one. Not very "pretty" since it had to be white, but it's pretty cool. It fires lots of beams very quickly, some at the same time, to make it look cool. It does a fair bit of damage too.
$Name: KWhite
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 250, 250, 250
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 200.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 1.0 ;; in seconds
$Damage: 200 ;; 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: 30.0 ;; 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: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 50.0
$BeamInfo:
+Type: 1 ;; 0 - 4 are valid #'s
+Life: 1.0 ;; how long it lasts once the beam is actually firing
+Warmup: 500 ;; warmup time in ms
+Warmdown: 250 ;; warmdown time in ms
+Radius: 100.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0.0 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3
beams)
+BeamSound: 179 ;; the looping beam-firing sound
+WarmupSound: 150 ;; associated warmup sound
+WarmdownSound: -1 ;; associated warmdown sound
+Muzzleglow: 2_laserglow03 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 12.0 ;; 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: 6.0 ;; hehe
$Section: ;; one section of the beam
+Width: 65.0 ;; width of the section
+Texture: beam-white3 ;; 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: 6.0 ;; hehe
-
I need a human beam and some alien Primaries
-
What type of beam?
-
just a Normal orange beam
-
In all seriousness, here is a (serious) bomb and an alien primary weapon...
; Cyclops II
;
$Name: Cyclops II
+Title: XSTR("Cyclops II", 3381)
+Description:
XSTR(
"Special Issue
Anti-Cruiser Bomb
Non-Conventional Warhead
", 3382)
$end_multi_text
+Tech Title: XSTR("Cyclops II", 3383)
+Tech Anim: Tech_Cyclops
+Tech Description:
XSTR(
"The Cyclops II is an improvement over the first cyclops. Its damage is the same, but it moves faster and has a shorter wait in between shots...", 3384)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 120.0
$Fire Wait: 15.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage: 2000 ;; damage
applied when within inner radius
$Blast Force: 1000.0
$Inner Radius: 100.0 ;; radius
at which damage is full (0 for impact only)
$Outer Radius: 200.0 ;; max
radius for attenuated damage (0 for impact only)
$Shockwave Speed: 80 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99. Player shooting one down
would often blow out player's subsystems.
$Lifetime: 25.0 ;;
temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 12.0
$Homing: YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+Min Lock Time: 5.0 ;; Minimum
lock time (in seconds)
+Lock Pixels/Sec: 35 ;;
Pixels moved per sec while locking
+Catch-up Pixels/Sec: 70 ;; Pixels
moved per sec while catching up
+Catch-up Penalty: 12 ;;
Extra pixels to move after catching up
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5 ;; Width of trail nearest missile
+End Width: 1.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to
draw trail
$Icon: iconbelial
$Anim: belial
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
; Nagant
;
$Name: @Nagant
+Title: XSTR("Nagant", 3250)
+Description:
XSTR(
"Standard Issue
Heavy Hull Damage
Low Shield Damage", 3251)
$end_multi_text
+Tech Title: XSTR("Nagant", 3252)
+Tech Anim: Tech_Mekhu_HL-7
+Tech Description:
XSTR(
"All information is classified level... err... one level higher than whatever level of information you are currently able to access...", 3253)
$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: 255, 200, 0
@Laser Color2: 55, 0, 0
@Laser Length: 6.0
@Laser Head Radius: 0.50
@Laser Tail Radius: 0.30
$Mass: 0.1
$Velocity: 1500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.66 ;; in seconds
$Damage: 66
$Armor Factor: 1.0
$Shield Factor: 0.6
$Subsystem Factor: 0.6
$Lifetime: 0.3 ;; How long this thing lives
$Energy Consumed: 0.5 ;; 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
$FOF: 0.05
okay, now it is no longer level beta...
edit: if you were wondering why it was classified in the first place, it was because I am using it in my mod, and I didn't want to say anything about it, since I don't want to spoil anything. The reason it was classified level beta is a reference to my mod (which will have multiple different campaigns, in which you play on different sides, to make it nothing like any of the cliche high-contrast good vs evil, black vs white, pie vs cake, George Bush vs George Bush's evil twin, Rebels vs The Empire, yada yada yada...; one of these sides doesn't trust you at all [I'm going to try to make it be in a very comedic way, as I am trying to make the campaigns funny, but not so funny you are laughing to the point where you too busy laughing to aim at anything...], and that side has the Nagant [the Nagant is, if I remember correctly, the name of a Russian hand-gun, a very obscure reference to War of the Worlds, which, according to what I've read about it, symbolizes the Russians as the aliens; don't worry, I'll try to make sure that the humor that is in the mod is funnier...).
-
Just so that you know, if it's classified level Beta that means that only people under the age of 9 cannot view it.
-
Oh, I didn't know that was what Classified Level Beta meant. No I meant that only people in wings beta-omega can know what it is...
-
The designations don't work that way in the whole classification business. Basically, if a weapon is classified level Phi, only the weapon itself is allowed to know about itself. With certain restrictions. If it's level Beta... what Snail said.
-
Omega is the last letter of the Greek alphabet. So it stands to reason Alpha is like U while Beta is like PG, and Omega is like super top secret that only specific people can see. :p
-
So, basically, if the enemy has an admiral that is 80 years old, and you had a weapon that was classified to the point where only people 80 or above could know about it, you would give him/her all the information about the weapon, but you wouldn't give it to the lab technicians on your side that are supposed to be developing it? Interesting... anyways, in my mod the world is slightly... different, including the classification system, which is rank based, for instance, if a weapon is classified level beta, you have to be in beta wing-omega wing to know about it... so if the weapon is classified level alpha, only cannon fodder, freighter pilots, Zeta 3, enemies, and the like would be unable to know about it...
The whole "You have to be a certain age to have rights" thing is kind of weird to begin with, since a 4 year old might be more mature than a 18 year old, so why is it that the 18 year old is treated as if he/she is more responsible than the 4 year old? If you want me to change the weapon so it is classified level Omega cubed or something... I'll go ahead and make it classified level omega cubed...
-
No. St00p1d. :p Why would you give the enemy any information about anything? Besides, we were being metaphorical. Levels like Omega really require a high rank and some serious street credibility, whereas things classified as level Beta are open for every goddamn janitor that happens to barge into the appropriate room.
-
The age comparison was a joke. It's more like "gossipers are only allowed to see Classified Level Alpha. Responsible people get Level Upsilon. Very quiet and trusted people get Level Omega."
-
...whereas things classified as level Beta are open for every goddamn janitor that happens to barge into the appropriate room.
Whoever said that, as a fighter pilot, you were the same rank as a janitor? Okay, sure you are risking your life endlessly killing things... but the janitor is risking getting... err... killed or something... just so the fleet can have a nice clean capital ship, so if anything, you are a lower rank than the janitor, so if he can just barely get level beta information by barging into the right room at the right time, why should you get beta level information? As for why you would give information to the enemies... snail said that ANYONE that was over the age of 9 could see it (and I didn't know he was joking)... oh and also, have you ever wondered why shivans have terran weapons, such as the harbinger bomb, and how the Terrans have the Kayser, which uses Shivan technology, quite odd, no? Anyways, I don't want to get into a flame war over this, so let's just drop the subject okay... oh and by the way, the entire janitor being a higher rank because they are risking their lives thing was a joke...
-
Ok, before we get violent, let's once again quote some serious canon material:
Command has classified these materials Level Omega, accessible only by persons specially authorized by the GTVA Security Council. Be advised that divulging any information regarding this operation is punishable under the GTVA Security Act, Antares Convention, Section 15-5-7.
All units, you will disregard Kappa 3's transmission. The communication record of this sortie has been classified level Phi.
All intelligence concerning the Sathanas has been classified level Upsilon.
Hopefully that will give some idea on what's secret. Deduction from here on would suggest that level Beta isn't really that secret.
Oh, and
oh and also, have you ever wondered why shivans have terran weapons, such as the harbinger bomb, and how the Terrans have the Kayser, which uses Shivan technology, quite odd, no?
Let's see. Terran weapons on Shivan ships? A little game mechanics flaw. Kayser? Result of studying Shivan weapon technology, likely from captured Shivan ships. Shields on Terran and Vasudan ships? The tech stolen from the Shivans.
-
You have a point... and after all, they DO tell you about the Colossus... but not until you actually see it... besides... the pilot in his mod is probably a different pilot than the one in Freespace 2. In any case, that was one of the weapons that I was going to use in my mod, and since your superiors in it don't really trust you as much as a janitor or something... anyways I am going to stop talking about this whole "classification" thing... otherwise I'll probably get flamed to a crisp...
-
AFAIK, the Colossus was released to everyone as a *huge* morale boost. What use have Supercapital ships when it can't increase anybody's morale?
Initially however, I guess the Colossus prior to completion was classified Upsilon or Phi or so.
-
Don't know about prior to completion/deployment, but the Colossus cutscene says: "The following is classified level Rho. Unauthorised access is punishable under the GTVA security act, Deneb convention, section 21.3.5.". And I assume that since the narrator talks about ending the conflicts with the NTF and the Shivans swiftly and decisively, it would be after completion.
-
Can you do a swarming missile.
-
Here are some random weapons I made. First, your swarmer:
; ----------------------------------------------------------------------------------
; Hurricane
;
$Name: @Hurricane
+Title: XSTR("Hurricane Missile", -1)
+Description:
XSTR(
"Heat Seeking
Large Volly", -1)
$end_multi_text
+Tech Title: XSTR("Hurricane", -1)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"The Hurricane combines the technology of the Tornado and Tempest missiles for a swarm of eight missiles per volly. The missile's engine capicity and warhead have been reduced to allow for a heat seeking system. The missile is too small to hold the components for an Aspect system.", -1)
$end_multi_text
$Model File: Tempest.pof
$Mass: 0.1
$Velocity: 300.0
$Fire Wait: 0.30
$Damage: 35 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 0.9
$Shield Factor: 0.5
$Subsystem Factor: 0.6
$Lifetime: 5.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.25 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 1.25
$Swarm: 8
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 12.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "Corkscrew" "player allowed")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.1 ;; Width of trail nearest missile
+End Width: 0.2 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3 ;; how many seconds before trail disappears
+Bitmap: newmiss2 ;; Bitmap used to draw trail
$Icon: iconTempest
$Anim: Tempest
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 3.0
Here's a beam for your fighters:
; ----------------------------------------------------------------------------------
; Fighter Beam
;
$Name: Longshot
+Title: XSTR("Longshot", -1)
+Description:
XSTR(
"Fighter Mounted Beam Cannon
Long Range, High Energy Usage
Level 10 Hull Damage", -1)
$end_multi_text
+Tech Description:
XSTR(
"The Longshot is a small beam weapon that is designed to mount on fighters. It is primarily an anti-bomber weapon because of its long range and high damage. It will quickly deplete a fighter's energy reserves so it is not recomended in dogfight situations.", -1)
$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: newglo6
@Laser Color: 0, 100, 0
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass: 0.2
$Velocity: 10000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 10.0 ;; in seconds
$Damage: 30
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 30.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 115 ;; The sound it makes when fired
$ImpactSnd: 27 ;; The sound it makes when it hits something
$Flags: ("player allowed" "beam" "no peirce shields")
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: none
$BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown
+Type: 2 ;; 0 - 4 are valid #'s
+Life: 1.0 ;; how long it lasts once the beam is actually firing
+Warmup: 0 ;; warmup time in ms
+Warmdown: 0 ;; warmdown time in ms
+Radius: 1.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0 ;; particle radius
+PAngle: 0.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 0 ;; associated warmup sound
+WarmdownSound: 0 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 0 ;; 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: 0.5 ;; width of the section
+Texture: beam-white3 ;; 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: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 0.75 ;; width of the section
+Texture: beam-green2 ;; 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: 0.4 ;; 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-green3 ;; 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: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
A big morningstar for capships:
; ----------------------------------------------------------------------------------
; Repulsor
;
$Name: Repulsor
+Title: XSTR("Repulsor Cannon", -1)
+Description:
XSTR(
"Long-Range Tactical
Kinetic Weapon
", -1)
$end_multi_text
+Tech Title: XSTR("Repulsor Cannon", -1)
+Tech Anim: Tech_GTW_ML-70
+Tech Description:
XSTR(
"The Repulsor Cannon uses technology found in the Morningstar only on a larger scale. The Repulsor is a good complement to the commonly used turet laser..", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo3
@Laser Glow: 2_laserglow03
@Laser Color: 120, 120, 30
@Laser Color2: 120, 120, 30
@Laser Length: 15.0
@Laser Head Radius: 5.0
@Laser Tail Radius: 5.0
$Mass: 10.5
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 7
$Armor Factor: 0.5
$Shield Factor: 1.3
$Subsystem Factor: 0.2
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.8 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 78 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "bigship" "stream")
$Icon: iconflail
$Anim: Flail2
$Impact Explosion: none
And an anti-fighter mine:
; ----------------------------------------------------------------------------------
; Mine
;
$Name: Blaze
+Title: XSTR("GTM-15 Blaze", -1)
+Description:
XSTR(
"Area Effect
Anti-Fighter Mine", -1)
$end_multi_text
+Tech Title: XSTR("GTM-11 Infyrno", -1)
+Tech Anim: Tech_GTM-11_Infyrno
+Tech Description:
XSTR(
"The GTM-15 Blaze is an anti-fighter mine intended to give bombers better defensive capabilities. When released the mine has a three second count-down period. On detonation it releases multiple submunitions in a simmiliar way to the Infyrno.", -1)
$end_multi_text
$Model File: cmeasure01.pof
$Mass: 20.0
$Velocity: 0.0
$Fire Wait: 5.0
$Damage: 150 ;; damage applied when within inner radius
$Blast Force: 500.0
$Inner Radius: 30.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 100.0 ;; max radius for attenuated damage
;;$Shockwave Speed: 55.0 ;; velocity of shockwave. 0 for none.
$Shockwave Speed: 50.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.75
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.0
$Cargo Size: 10.0
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.01
+View Cone: 365.0
$LaunchSnd: 93
$ImpactSnd: 101 ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 0.1
$Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 14" "Bomb") ;; Remote Detonate = another fire press detonates
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconInfyrno
$Anim: infyrno
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
Enjoy! :D
-
Here's a beam for your fighters:
err... I needed a cap ship beam.
Can anyone make me some TAG primaries or a TAG Missile
-
hi to all :)
just telling about the mod and waht i need
I need 10 Primaries for Fighters, I have 5
I need 15 Secondaries for Fighters, I have 4
-
If this has been asked already... too bad.
What is the genre of this mod? So far you're just saying (unless I didn't see a page or something) "Make me some weapons..."
A mod is not a collection of weapons, a mod must either have a theme or be distributed as a 'weapons pack' or 'ship + weapons pack' or whatnot, which, although I would agree is 'modded', i would hardly call a 'mod' of its own right.
-
I'm making FS3
-
Something was said. Not good. What was it? "If this has been asked already..." No, that's OK. What was it? "I'm making FS3"! They said "I'm making FS3"! Herecy! Burn the witch!
-
I think it's someone playing a joke.
-
No, I think he's seriously trying to make an FS3. Judging from the fact that this is the first thread I've seen his username, he's probably new enough to the forums not to realize how much everyone loathes that idea, and how much better it would be just to say he's making "a post-Capella campaign" or what-have-you.
-
And apparently he has at least partially realised how much work it takes to create the... umm... 'Post Capella Campaign', since, from what I've understood, he's reusing FS2 ships and asks other people to do the weapons.
-
I'm making FS3
Drop the name and call it something less controversial. From what I see it's an FS retail mod. I like those old-school type mods... For some reason...
-
TO ALL
I'm giving up my mod.
:( :( :( :( :( :( :( :(
-
Why?
Come on- it's very easy to edit/make new weapons or ships.
-
Come on- it's very easy to edit/make new weapons or ships.
It's not that.
I don't get time to do my mod.
So I gived it up.
-
Give it to someone else to continue work on. And work together once you have time.
-
I deleted it all.
-
That is truly a good way to show gratitude towards all the people who worked their asses off to provide you with custom weapons.
-
TO ALL
I'm giving up my mod.
:( :( :( :( :( :( :( :(
Why?
Come on- it's very easy to edit/make new weapons or ships.
It's not that.
I don't get time to do my mod.
So I gived it up.
Give it to someone else to continue work on. And work together once you have time.
I deleted it all.
That is truly a good way to show gratitude towards all the people who worked their asses off to provide you with custom weapons.
THIS.
Archive this. :wakka:
-
How old is this person?
Regardless, thanks for all the weapons guys (sticky this, it's classic!) Keep it up!
I just love the multiples posts of: "A Beam, an alien Beam, a Cap beam, a Human beam... A bomb..."
I am overwhelmed by the detail in those requests...
Still more important is if you can't do jack yourself (like me) at leat learn how to approach people and show gratitude when they share their hard work for your "modding" efforts...
Oh and for all "newer" people. Learn to get in it for the long haul.
If you think your going to be the guy to make "FS#" at least have the endurance to slug it out for 5+ years or don't even bother getting the unenlightened masses hopes up.
(No offense to the unenlightened masses) ;7
-
How old is this person?
He plays RuneScape. Do the math.
-
for some reason
i already saw it comming that he would quit his mod..
to be honest i did the same with mine and i realized one indivual cant make a good looking good working mod..
stil this thread is rather usefull
why? well with al the new weapons i played with the tables and tryed to make my own stuf and its going better and better just by playing with some of the weapones posted here..
tobad the're al made for 'nothing'
still they very usefull for other modders or dudes that want to test things out etc
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one indivual cant make a good looking good working mod..
*cough* (http://www.hard-light.net/forums/index.php/topic,49876.0.html)
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Well it was fun making the weapons, or else I wouldn't have done them. :D
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one indivual cant make a good looking good working mod..
*cough* (http://www.hard-light.net/forums/index.php/topic,49876.0.html)
one indivual newb with no experience (like me) cant make a good looking good working mod..
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one indivual cant make a good looking good working mod..
*cough* (http://www.hard-light.net/forums/index.php/topic,49876.0.html)
one indivual newb with no experience (like me) cant make a good looking good working mod..
RIGHT. Guess then I'm doing "suicide" by trying to make the Ancient-Shivan War mod :p
Hmm... Does anyone else have those weapons ? Or are the weapons fully deleted and noone else had them ?
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Does anyone else have those weapons ? Or are the weapons fully deleted and noone else had them ?
This thread is full of 'em. They're just table entries after all.
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Oh good, they're not lost. I'm just bookmarking this then. You never know, might have to use them some day. Though I can make weapons myself.
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Well my Subach GL-7 was lost because it required a modified image file (green laser bolt).
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one indivual cant make a good looking good working mod..
*cough* (http://www.hard-light.net/forums/index.php/topic,49876.0.html)
one indivual newb with no experience (like me) cant make a good looking good working mod..
RIGHT. Guess then I'm doing "suicide" by trying to make the Ancient-Shivan War mod :p
Should I be worried then? :P
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That guy is win.
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This thread was absolutely brilliant.
What a character. :D
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TO ALL
I'm giving up my mod.
*censored*
Congrats! You've killed your first project, and thus are an official modder now! Go make some really small two or three mission mini-campaigns, maybe based off of the NTF or zods and release it, then try out to help with an already existing project! Goodness knows people need FREDers! :)
EDIT: Just so you don't feel too bad, I really didn't put much effort into those weapons I gave you. :nervous:
Don't feel to bad about failing miseribly with this project either. If you start a project while you're below a certain age, that project is doomed to failiure no matter how determined you are.
EDIT2: Geez people, lay off him. :rolleyes: Things like this happen quite often on this board and I'd imagine that people'd be used to it by now.
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Pack up all the custom weapons you guys did for him and .zip if up somewhere; I'm sure someone will want to use them. I'm in school now so I can't do that.
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The weapons are just TBL entries written here.
And it is me who should be nervous, as if I loose my interest/enthusiasm/support/etc. , the 'ASW' ( Ancient Shivan War ) will bejome "Just Another Thread 357".
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Oooo Idea for a project: "Just another Mod..." :P
I wonder why he "gived up". I was just trying to be helpful and didn't go like:
"I am the God of Noobs and command you to abandon this folly called FS#!"
Jaffa KREE!
(http://i22.photobucket.com/albums/b321/Star-Dragon/dgtest.jpg)
I need to make better pics later...
JC4JC has the ship and weapon (I did the best I could and think I got it right) so release will probably be in the demo if he ever gets to it.
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I sure hope something is released eventually. It must be intriguing to fly a Death Glider with at least one Ha'tak causing mayhem in the background.
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Congrats! You've killed your first project, and thus are an official modder now!
Are you trying to tell me to quit working on the Teeth of the Tiger project?
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Congrats! You've killed your first project, and thus are an official modder now!
Are you trying to tell me to quit working on the Teeth of the Tiger project?
I can answer that if you tell me what the Teeth of the Tiger project is about.
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http://www.freespacemods.net/forum/viewforum.php?f=505 There's some info there.
There is some more in the TotT thread.
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FreeSpaceMods has a forum section too :wtf: why was i not made aware?
*toddles off the to look at them*
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http://www.freespacemods.net/forum/viewforum.php?f=505 There's some info there.
There is some more in the TotT thread.
Alright. I have some bad news to you- now you have to finish the mod no matter what, or I'll call in my little friends ( *shows a fleet of SSD Lucifers* ).
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Alright. I have some bad news to you- now you have to finish the mod no matter what, or I'll call in my little friends ( *shows a fleet of SSD Lucifers* ).
INTERNET FIGHT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
My little friends have a little more to say than little Lucifers ( *doesn't show Tiigran-Merisst vessels that could easily spank a Lucifer, since they ain't done yet* )
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But my Lucifers are in infinite numbers ;) j/k
Seriously, only beam cannons can destroy the Lucifers on normal engagement.
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Seriously, only beam cannons can destroy the Lucifers on normal engagement.
:wtf: O rly?
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Unless the Lucifer you know is unshielded ?
And even an Ancient carrier could barely damage it due to high shield power. How do you think someone else can even harm it ?
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Actually, my point was to merely inquire whether it says that on any of the games (you know, the canon sources) or if this was one of those "It must be so since there is no canon information contradicting it" scenarios.
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Well, even the GTA managed to destroy one... But only through tactics, good intel and preparations. On a normal engagement, nothing can even harm the shielded Lucifer. But because beam cannons can go directly through shields without any effect from them, logically, shields can't protect a ship from beam cannons.
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Well, even the GTA managed to destroy one... But only through tactics, good intel and preparations.
Yes. A different scenario. An unshielded Lucifer, at least on the stage that actually mattered. And no beams.
But because beam cannons can go directly through shields without any effect from them
Ah, you're referring to the anti-fighter beams.
logically, shields can't protect a ship from beam cannons.
But according to that logic, fighters and bombers are invulnerable against lasers, missiles, torpedoes and such. Why? Because they're shielded.
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He's right, though... shields DO protect against lasers and missiles. As long as your shields hold out, your hull IS invulnerable.
The problem is that these weapons deplete shields, so when your shields are gone you're in trouble.
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Aye. And in this point it would be wise to take size into concideration. Fighters are small. Relatively. Lucy is huuge. So we might assume that the power output of the Lucy is very much larger than the output of a fighter. Which of course explains why there is a noticeable depletion of fighter shield integrity under weapons fire. With the Lucy, it always seemed like the shield was impervious. Most likely there was a lot more power directed at the shield. But how much more? Do we know that? Maybe so much that even beam weapons would be useless.
Or let's just count on the game mechanics and have a cap ship blast a Lucy with AAAf beams, since, as we know, they go right through shields. Right?
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We should keep this thread so people like me who just make random weapons occasionaly can share them.
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Let's assume the Lucy has 500k HP surface shields, and 300k hull HP, to keep the canon total of 800k.
Now let's say they fully recharge in only a few minutes, thanks to the external reactors.
And we should also assume that beams by their nature penetrate shields, like light goes through glass, but water (conventional weapons) doesn't.
That makes the big 'L' defeatable by a Big 'C' which is armed with lots of beams, but immune to anything the GTA or PVN had during the Great War, which is still canon.
And back to topic: I support Retsof's idea.
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That's what we're doing, by having a slightly off-topic discussion.
And the Lucy has 800'000 for shields and 800'000 for armour. Which means more than a Sath. And you're right. And actually, even the Colossus would have trouble engaging a Lucifer.
EDIT: I think this was my 1000th post moment ! ^^
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The Colossus was specifically designed to engage Lucifers, and I presume they didn't intend to chase it through subspace to do so (since Ursas can manage that just fine.) Since we know from the that fighter-beams go thru fighter-shields, we have to assume that capship-beams go through capship-shields.
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We should keep this thread so people like me who just make random weapons occasionaly can share them.
Excellent idea! :drevil:
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Retail FS2 lucifer has no shields, 800k armour and some crap weapons (SReds, seriously?).
My modded lucifer has 800k shields, 800k armour and custom weapons (largely anti-capship).
It's possible to wear down the shields using bombs and blob turrets (especially the ones ships in my mod have access to), but much easier to flank with beams. I don't think the colossus should have much trouble with the retail lucifer, even if it had shields. It might get disarmed then pwned by my modded one, however. :P
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Okay, this is the Repeater. Haven't thought up a tech description yet but it is FUN to use.
(http://www.majhost.com/gallery/Retsof/Freespace/repeater.png)
The effects are in the MVPs but it comes with a new sound.
; ----------------------------------------------------------------------------------
; Repeater
;
$Name: Repeater
+Title: XSTR("Repeater", -1)
+Description:
XSTR(
"Medium Energy Usage
Level 4 Hull Damage
Level 1 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Repeater", -1)
+Tech Anim: Tech_GTW-5a_Prometheus_R
+Tech Description:
XSTR(
"None", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: thruster02-01
@Laser Glow: Prometheus_Glow
@Laser Color: 0, 150, 255
@Laser Color2: 0, 150, 255
@Laser Length: 5.0
@Laser Head Radius: 0.5
@Laser Tail Radius: 0.5
$Mass: 0.06
$Velocity: 600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.1 ;; in seconds
$Damage: 10
$Armor Factor: 1.1
$Shield Factor: 0.8
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.3 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 163 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed""cycle")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5 ;; Width of trail nearest missile
+End Width: 0.1 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: ABtrail ;; Bitmap used to draw trail
$Icon: iconPromR
$Anim: PromR
$Impact Explosion: Kayser_Particle
$Impact Explosion Radius: 5.0
[attachment deleted by admin]
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Is it like, a rapid fire beam weapon, where individual beams do little damage ?
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The Lucifer in FSport had 800'000 shields.
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Is it like, a rapid fire beam weapon, where individual beams do little damage ?
No it has projectiles, they just have trails.
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Is it like, a rapid fire beam weapon, where individual beams do little damage ?
No it has projectiles, they just have trails.
Well, they look like beams. Bloody cool.
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hi!
if someone is bored
could you help me out?
could someone make a atillery like weapon with emp and shockwave capabilities?
i tryed it a couple of times and 't went terribly wrong:P
i even had to copy the weapon table of the root file again :P
(cause the one with the try was completely screwed..)
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i even had to copy the weapon table of the root file again :P
(cause the one with the try was completely screwed..)
Then you were doing it the wrong way.
1. Extract the desired file (in this case weapons.tbl) from the vp file.
2. Edit the extracted file (in this case, weapons.tbl).
3. Place the edited file (in this case, weapons.tbl) to \freespace2\data\tables or \freespace2\modname\data\tables. Do not, I repeat, do not place it to any vp files, especially the retail ones.
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You mean like an indirect fire weapon, or just a straight line with emp/shockwave?
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You mean like an indirect fire weapon, or just a straight line with emp/shockwave?
yes uhm.. techniquely just a laser blob with emp and shockwave effects :)
color doesnt mind if its blue or green is good enough
but it has to be really fast and with a low rate of fire
because it has to be quiet strong :)
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Why don't you just use the Blue Planet TerPulse weapon and add the EMP effects on to it?
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Actually, can't you just modify the regular Terran blob turret with emp and shockwave effects?
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TerPulse looks sexier. Its a long blue streak with a blob head that smacks something, and releases a shockwave. All you need to do is tack on the EMP.
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Oh. That's most of the work done then.
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i like it. just enlarge it, give it a railgun trail, and post the table file here :)
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TerPulse looks sexier. Its a long blue streak with a blob head that smacks something, and releases a shockwave. All you need to do is tack on the EMP.
erhm
just copy and past the line of the EMP missle?
because i did this wrong the first time wich screwed my weapon table :p
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Wait, I might have gotten the name wrong...
But anyhow, I've tacked the EMP on. This should work, though you might need MVPs for the effects. I haven't tested it though...so be careful (and it does a bit too much damage - tone accordingly).
$Name: Terran Pulse Cannon
$Model File: none ; laser1-1.pof
; The following fields (preceded by @) are only required for laser (the 3 ellipse
; thing) rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: Akheton_Bitmap
;@Laser Glow: Akheton_Glow
;@Laser Color: 0, 225, 230
;@Laser Color2: 0, 10, 0
@Laser Length: 50.0
@Laser Head Radius: 25.00
@Laser Tail Radius: 20.00
$Mass: 10.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 10.0 ;; in seconds
$Damage: 3000
$Blast Force: 1500.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 80 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 10.0 ;; 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: 114 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 7500
$Flags: ("Big Ship" "Huge" "Particle Spew" "EMP")
$Trail:
+Start Width: 10.0
+End Width: 10.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 7.5
+Bitmap: beam-dblue2
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: none
$EMP Intensity: 375.0
$EMP Time: 20.0
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thank you :D!
im gonna test it out ASAP :D
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Save it as a .tbm
Terpulse-wep.tbm ideally :)
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SWEEEEET
it works!
thank you so much!
another toy that grants ours of fun :D
@ Col Dekker
oh uhm..
i putted in the weapons table :nervous:
how can i make tbm file of it?
and if i make a seperate file from it doesnt my map wil overload with al kind off tbm files?
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Put the data in Notepad. (copy-paste it) In the second box in the save menu, select "All Files". Save it as TerPulse-wep.tbm.
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I dunno if your "mission" has a limit but i'm sure it won't matter unless you start making dozens of extra weapons :) correct me if i'm wrong better informmed people.
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There's plenty of room for extra weapons, not so much for ships.