Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Warp Shadow on June 25, 2008, 03:16:17 pm
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Yeah stupid title. But it made ya look! ;)
Anyways, there are some things bugging me right now and I want to know if they are changeable or hardcoded.
First is that infamous red flash that happens whenever you get hit. Is there any way to remove it, change the color or shorten it?
Next is the shuddering that starts up when you engage your afterburner. It's annoying and it makes it hard to aim or fly and makes the afterburner feel slow and clunky. Can I change it to just a short solid thump?
Last is the flyby sound. Apparently, the sounds table allows only 1 flyby sound for when a shot narrowly misses you. I tried to make a $FlyBySnd: for a primary weapon but although it is fine if I leave the field blank, it rejects whatever number I put into it referencing the sounds.tbl. Can I fix this?
If you know the answer to even just one of these questions, feel free to tell me! Please? :)
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ive been wanting to use flyby sounds on my gatling guns to make a wizzing sound when the bullets pass the player. i think that would be the ultimate "youre about to die you ****!" to whever your shooting at. doesnt seem to work though.
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Funny, because that's the exact thing I was just doing. I even made myself an amazing whizzing noise and it plays great in the game, it's just that now even the lasers make whizzing noises and it sounds kind of silly :doubt:
I'm not sure why I get these errors. I mean, the wiki says it should be fine, and the game doesn't reject the field, it just rejects whatever number or name I put into it.
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Yeah stupid title. But it made ya look! ;)
Anyways, there are some things bugging me right now and I want to know if they are changeable or hardcoded.
First is that infamous red flash that happens whenever you get hit. Is there any way to remove it, change the color or shorten it?
Yeah, seems only logical to me to have the flash when you take hull damage.
Next is the shuddering that starts up when you engage your afterburner. It's annoying and it makes it hard to aim or fly and makes the afterburner feel slow and clunky. Can I change it to just a short solid thump?
I ****ing hate the burner, usually I don't even use it because of how annoying that shake is. Though, I tolerate it because altering it would change gameplay, would it?
Unless it doesn't alter your firing points, then in that case I just want it gone :ick:
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I've gotten used to the afterburner shake.
The flyby sounds would certainly be welcome though :D
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What about the way a shockwave always turns you away from where your pointing? That wouldn't be totally realistic, would it? Though it isn't very annoying.
The afterburner thing does get to you after a while. What is fishier is the fact that the shaking doesn't occur when viewing from another ship.
As for the flash, why should there even be one unless the pilot himself gets knocked about heaps?
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What about the way a shockwave always turns you away from where your pointing? That wouldn't be totally realistic, would it? Though it isn't very annoying.
I should push you depending on your heading... if you are heading straight into it, then no, it shouldn't alter your course, only slow you down.
The afterburner thing does get to you after a while. What is fishier is the fact that the shaking doesn't occur when viewing from another ship.
I'd like a solid thump, then a very toned down version of the shaking.. so it's more of a heavy vibration then shaking. The AB shaking should be used in Engine Wash scenarios (idea!!)
As for the flash, why should there even be one unless the pilot himself gets knocked about heaps?
That would be the normally blinding flash being filtered by your helmet auto-protection. They already are working on versions of this for protection against real-life pilot blinding lasers. It's basically covered with micro shutters that get charged when bright light hits them and snap closed, IIRC.. someone wanna look this up? I feel lazy. EDIT: but not lazy enough. :P
http://www.freepatentsonline.com/6296036.html
http://www.freepatentsonline.com/6305797.html
http://dx.doi.org/10.1117/1.2032847
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I ****ing hate the burner, usually I don't even use it because of how annoying that shake is. Though, I tolerate it because altering it would change gameplay, would it?
Unless it doesn't alter your firing points, then in that case I just want it gone :ick:
If you don't like the afterburner shaking then just make your ship go that fast all the time.
That'd solve your problem right there.
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Perhaps the fly by sound in formats such as .mp3 or something. Try converting it to .ogg Vorbis format.
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I would like the "narrow miss" sounds. But i don't recall other weapons having that kind of sounds. Maybe converting it to an .ogg format would be better.
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Doesn't matter, I stillg get this
Error: weapons-wep.tbm(line 46:
Error: Required token = [#End] or [$Name:], found [77]
in weapon: @SSDG.50.
File: PARSELO.CPP
Line: 667
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
See? It has no problem with $FlyBySnd: it just has a problem with the 77. Or whatever number I put in there. Even -1 which is supposed to be default!
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Error on line 46 of the .tbm. Use a text editor to find the line, or use the goto function of Notepad. Look for invalid line ends, mis spellings and stuff like that.
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Can you post the .tbm and let me take a look at it?
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it founds "77" instead of a weapon specificity. you know what to look for =)
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#Primary Weapons
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @SSDG.50
+Title: XSTR("SSDG.50", 3243)
+Description:
XSTR(
"300 RPM
50mm shell
1600 m/ps", 3244)
$end_multi_text
+Tech Title: XSTR("SSDG.50", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The SSDG.50 is the standard issue armament of most zero gravity fighters, delivering a shower of several dozen armor piercing rounds with the push of a
button, each loaded with the equivelent of 30 kg of TNT in explosives.
The SSDG.50 round attains this by partially degausing it's atoms as it leaves the rail system, significantly nullifying it's electromagnetic properties
and therefore is able to pass partially into a target before atmoic fusion occurs between it's tritium alloy case and the target.
The SSDG.50 is the smallest calibre available in conventional navy armament and boasts a significant bullet velocitie and rate of fire, as well as
allowing the pilot to carry large amounts of ammunition.", 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: 32.pcx
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.4
$Velocity: 1200.0 ;; speed of the weapon (initially) -- may or may
not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 15
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0333333 ;; 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
$FlyBySnd: 77
$Rearm Rate: 400.0
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target
object
$Flags: ("in tech database" "player allowed" "stream" "cycle" "ballistic")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$FOF: 0.15
$Shots: 1
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @SSDG.72
+Title: XSTR("SSDG.72", 3243)
+Description:
XSTR(
"240 RPM
70mm shell
1450 m/ps", 3244)
$end_multi_text
+Tech Title: XSTR("SSDG.72", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The SSDG.72 is the larger, punchier counterpart to it's cousin, the SDG.50 and works in very much the same way. The 72 however, is a larger round, and
therefore changes the weapons properties significantly.
The SSDG.72 does does over twice the damage of it's smaller brother and passes further into target mass, but it's size redues the amount of amunition a
pilot can carry, it's maximum velocity and slightly compromises it's rate of fire.
The SSDG.72 is essentially a heavy version of hte SSDG.50 and is used primarily in hot military engagements where the ability to shred as many enemies in
as short amount of time as possible takes priority over ammo conservation.
Pilot's can't expect to use the round on recon missions or skirmishes without sacrificing usefulness, but in heavy combat, or situations in which larger
ships and the ooprtunity to dock and re-arm are present, the larger size is no longer an obstacle and the SDGG.72 is often the better choice. ", 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: 50.pcx
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 12.0
@Laser Head Radius: 1.5
@Laser Tail Radius: 1.5
$Mass: 0.6
$Velocity: 1450.0 ;; speed of the weapon (initially) -- may or may
not change
$Fire Wait: 0.25 ;; in seconds
$Damage: 25
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 0.2 ;; Energy used when fired
$Cargo Size: 0.03 ;; 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" "cycle" "ballistic")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
; ----------------------------------------------------------------------------------
#End
#Secondary Weapons
; ----------------------------------------------------------------------------------
; Rocket
;
$Name: RPE-32
+Title: XSTR("RPE-32", 3341)
+Description:
XSTR(
"900 mps/boost
Dumbfire Warhead
5 launches per second
450mT payload", 3342)
$end_multi_text
+Tech Title: XSTR("RPE-32", 3343)
+Tech Anim: Tech_Harpoon
+Tech Description:
XSTR(
"The RPE-32 is a high explosive dumbfire chemical warhead, the evolution of air to ground rockets from the days of jets.
The RPE-32 mounts no guidance system, hardly anymore than a crude fuel pocket and a stabilizer for an engine and a small, archaic shaped-charge chemical
explosive warhead, making it the simplest and least effective weapon in current production, and it also makes it by far the smallest.
Even small recon ships can carry dozens of these warheads and can launch salvos of them at a moments notice thanks to it's simple firing mechanism.
The rocket must be manually aimed for it to be effective and though it moves fast, it is often difficult to hit quick targets, requiring volley fire for
maximum efficiency. The rocket also fullfills a secondary role as an improvised bomb for fighters against large ships when dedicated bomber support is
unavailable. As Anything lrger than a corvette stands little to no chance of dodging an RPE-32, each and every shot of the volley will hit, meaning that
even ships designed for dogfighting can aid in the destruction of weapons and vital systems of tactical fleet assets. ", 3344)
$end_multi_text
$Model File: tempest.pof
$Mass: 15.0
$Velocity: 900.0
$Fire Wait: 0.2
$Damage: 32
;; damage applied when within inner radius
$Blast Force: 100.0
$Inner Radius: 0.0 ;; radius at which damage is full (0 for impact
only)
$Outer Radius: 50.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.0
;; Energy used when fired
$Cargo Size: 0.5
;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits
something
$FlyBySnd: 77
$Rearm Rate: 8.0
;; number of missiles/sec that are rearmed
$Flags: ( "player allowed")
$Trail: ;;
Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.7
+Bitmap: newmiss1
;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
; ----------------------------------------------------------------------------------
; srm
;
$Name: SRGM-18
+Title: XSTR("SRGM-18", 3341)
+Description:
XSTR(
"500 mps/boost
Dumbfire Warhead
5 launches per second
450mT payload", 3342)
$end_multi_text
+Tech Title: XSTR("SRGM-18", 3343)
+Tech Anim: Tech_Harpoon
+Tech Description:
XSTR(
"", 3344)
$end_multi_text
$Model File: trebuchet.pof
$Mass: 15.0
$Velocity: 500.0
$Fire Wait: 1.0
$Damage: 45
;; damage applied when within inner radius
$Blast Force: 300.0
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact
only)
$Outer Radius: 70.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 3.0
$Energy Consumed: 0.0
;; Energy used when fired
$Cargo Size: 2.5
;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT
;; Legal: HEAT, ASPECT
+Turn Time: 0.5
+Min Lock Time: 0.02
;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 100 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 150
;; Pixels moved per sec while catching up
+Catch-up Penalty: 50
;; Extra pixels to move after catching up
$LaunchSnd: 89 ;; The sound it makes when fired
$ImpactSnd: 90 ;; The sound it makes when it hits
something
$FlyBySnd: -1
$Rearm Rate: 4.0
;; number of missiles/sec that are rearmed
$Flags: ( "player allowed")
$Trail: ;;
Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.7
+Bitmap: newmiss2
;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
#End
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If you were to run a debug build, you'd be told why it's unhappy:
"$FlyBySnd: flag found on SSDG.50, but is not used with primary weapons; ignoring..."
Unfortunately, it doesn't account for the number that might be there so it picks that up as the next entry.
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I figured as much but I wanted to be sure. Still, this kinda sucks :sigh:
Oh well, if I can modify that afterburner shake or flash then I think I'll recover :)
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Does anyone's screen turn green when they face some completely random-assed direction?
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Uuuum nooooo :wtf:
Say are you called Zane in real life too? I know a guy called Zane.
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lol, no. :p
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Awwww, I was hoping for a funny story for school next year :sigh:
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Awwww, I was hoping for a funny story for school next year :sigh:
Huh? :wtf:
What do you mean?
This Zane you know tells stories?
I'll tell you one though.
Two guys walk into a bar.
The third ducks. ;7