Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mr.WHO on February 21, 2009, 07:41:36 am
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(http://img17.imageshack.us/img17/3198/lance.jpg)
(http://img187.imageshack.us/img187/6792/lance2.jpg)
My problem is that this beam weapon ignore "$Fire Wait:" entry, no matter what I put there I'm able to refire this beam insantly after powering previous shot, which cause a stupid effect that I can shoot multiple baeams from one gun at the same time :(
I tried to seek inspiration here:
http://www.hard-light.net/wiki/index.php/Weapons.tbl#Beam_Cannons
and here:
http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons
But with no effect :(
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lol, the Thor was made for a reason, didn't need the Wraith for this. :P
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I haven't made any of this modding stuff but from what I've seen on "Tides of Darkness" and it's featured bomber with beams, the limit for the fire rate of the beam was not the fire wait, but the energy consumption of the beam... when the ship runned out of energy the beam just stopped shooting untill you got enought energy again... so I would bet on the "$Energy Consumed:" flag.
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I haven't made any of this modding stuff but from what I've seen on "Tides of Darkness" and it's featured bomber with beams, the limit for the fire rate of the beam was not the fire wait, but the energy consumption of the beam... when the ship runned out of energy the beam just stopped shooting untill you got enought energy again... so I would bet on the "$Energy Consumed:" flag.
ToD beam still allow you to fire multiple beam in the same time.
My problem is not about "when beam stop fire" but more like "when beam start fire", I just want it to be like normal weapon - that will refire after the previous shot will power down not before :(
That is strange that normal, turret placed beams comply to fire wait entry, while fighter mounted don't :/
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I don't know then...maybe is something related to a beam weapon always being mounted on cap ships or turrets, try making the ship a "capital ship", maybe it will work.. though I don't know what side effects will that carry along.
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I ran into this as well when i first started using fighter beams. I originally had the type set to 3, the fire wait had
no effect at all, i switched it to a type 0 and finally the fire wait had an influence. so try that out.
$Fire Wait: 3.0
$BeamInfo:
+Type: 0
+Life: 1.0
+Warmup: 1500
+Warmdown: 1200
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I set to Type 0 a few time with no effect:
Fire wait is set to 10.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 5.0 ;; how long it lasts once the beam is actually firing
+Warmup: 1500 ;; in ms
+Warmdown: 1200 ;; in ms
+Radius: 5.0 ;; muzzle glow in meters
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Stumbled on this same problem too... I think your best hope for now is to experiment with the gun's energy consumption and the ship's recharge rate.
But if you choose to make your mod for multiplayer, then that solution isn't a good choice - if you set the ship's gun energy recharge rate too fast, the client's gun reserves will NEVER empty (i.e. CHEATER!!! :warp:)...
For the server, I'm not sure...
If it's singleplayer-only then I think you'll have it a lot easier on game/mission balance...
Any coder correct me if there's a proper solution, I'd want to hear it too.
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I thought fire wait was the time from when you started fireing a shot to the next time you started fireing a shot so if your powerup->fire->powerdown cycle takes longer than your fire wait it will not have an effect.