Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Marcusqc on December 19, 2010, 12:39:41 am

Title: Electirc Arc Beam
Post by: Marcusqc on December 19, 2010, 12:39:41 am
hi i try to make a Tesla Beam that will hit Sheild but so far , i'm only able to change the color and the power of the beam .. and i can get him to hit only shiedl ...
Post-it one tutorial to how make anti-sheild beam would be nice beacause  i search for older post about this and never find a way.

What i mean by electric arc is thinks of light strike.

thanks for you help
Title: Re: Electirc Arc Beam
Post by: PeterX on December 19, 2010, 03:27:13 am
Do you have a sketch of that? and do you want this as a new weapon?
Try to use eff and dds files and implement that over tbm´s :pimp:
Peter
Title: Re: Electirc Arc Beam
Post by: headdie on December 19, 2010, 03:28:49 am
to my knowledge the best you can do is set the armour and subsystem damage to 0, that way the beam will still hit the hull but not cause hull damage this (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Armor_Factor:).  you might also find these useful if you haven't tried them already

Particle Spew (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Particle_Spew.22)  which will also need these entrys Pspew (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Pspew:)
EMP (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22EMP.22)
No beam pierce shields (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22no_pierce_shields.22)
Title: Re: Electirc Arc Beam
Post by: Marcusqc on December 19, 2010, 03:57:21 am
Code: [Select]
[quote author=PeterX link=topic=73391.msg1448460#msg1448460 date=1292750833]
Do you have a sketch of that? and do you want this as a new weapon?
Try to use eff and dds files and implement that over tbm´s :pimp:
Peter
[/quote] i'm use the  Red Beam has base code for  my TBM
#Primary Weapons
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
;        beam weapons are a very special case weapon
$Name:                          Tesla
$Model File:                    none
@Laser Bitmap:                  laserglow03
@Laser Color:               250, 30, 30
@Laser Length:               0.0
@Laser Head Radius:            0.10
@Laser Tail Radius:            0.10
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     25.0            ;; 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:                  0.0
$Shield Factor:                 1.0
$Subsystem Factor:              0.0
$Lifetime:                      20.0            ;; How long this thing lives
$Energy Consumed:               4.30            ;; 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:                         ("beam" "player allowed" )
$Icon:                          iconPromS
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       50.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    3.8            ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500         ;; warmup time in ms
   +Warmdown:               1000         ;; warmdown time in ms
   +Radius:                 3.0         ;; muzzle glow radius in meters
   +PCount:               12            ;; particles spewed every interval
   +PRadius:               0.5            ;; 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:               177            ;; the looping beam-firing sound
   +WarmupSound:            183            ;; associated warmup sound
   +WarmdownSound:            187            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; 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:               0.1            ;; width of the section
      +Texture:            beam-blu      ;; texture for this section
      +RGBA Inner:         0 114 188 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            1.0         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               0.5         ;; width of the section
      +Texture:            beam-red2      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               0.7         ;; width of the section
      +Texture:            beam-red      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
#End
[/code]

All  Bitmap here have ben alter in photoshop to be bleu and orange like a ligth strike
Title: Re: Electirc Arc Beam
Post by: ssmit132 on December 19, 2010, 04:06:31 am
All  Bitmap here have ben alter in photoshop to be bleu and orange like a ligth strike

Unless you want the other beams that use those bitmaps to change as well, it might be better to save them under a new name.
Title: Re: Electirc Arc Beam
Post by: headdie on December 19, 2010, 05:03:13 am
2 bits that come to mind

If the beam is to be mounted in the primary banks then it needs to be beam type 2 if i remember correctly
All  Bitmap here have ben alter in photoshop to be bleu and orange like a ligth strike

Unless you want the other beams that use those bitmaps to change as well, it might be better to save them under a new name.
you will want to do this as it will effect any weapon using the altered files while the mod is active


Title: Re: Electirc Arc Beam
Post by: Qent on December 19, 2010, 10:50:12 am
You need to add a damage type and use armor tables, not damage factors!

armor.tbl (http://www.hard-light.net/wiki/index.php?title=Armor.tbl)
Armor/Shield Armor Type (http://www.hard-light.net/wiki/index.php?title=Ships.tbl#.24Armor_Type)
Damage Type (http://www.hard-light.net/wiki/index.php?title=Weapons.tbl#.24Damage_Type:)

Additionally the beam needs the "no pierce shields" flag.
Title: Re: Electirc Arc Beam
Post by: headdie on December 19, 2010, 11:18:21 am
You need to add a damage type and use armor tables, not damage factors!

armor.tbl (http://www.hard-light.net/wiki/index.php?title=Armor.tbl)
Armor/Shield Armor Type (http://www.hard-light.net/wiki/index.php?title=Ships.tbl#.24Armor_Type)
Damage Type (http://www.hard-light.net/wiki/index.php?title=Weapons.tbl#.24Damage_Type:)

Additionally the beam needs the "no pierce shields" flag.

ehh  :wtf:

setting damage factors to 0 will apply 0 damage to armour/shields/subsystem as appropriate so no need for armour.tbl and related entries, it keeps things simple which as from what i understand from the op this effect is blanket so no need to specify for each ship
Title: Re: Electirc Arc Beam
Post by: Qent on December 19, 2010, 11:29:11 am
Unless it's been fixed since 3.6.11, damage factors don't affect beams at all. Of course it's possible it has been and I missed it. :P
Title: Re: Electirc Arc Beam
Post by: headdie on December 19, 2010, 11:40:55 am
Unless it's been fixed since 3.6.11, damage factors don't affect beams at all. Of course it's possible it has been and I missed it. :P

just tested it, you'r right my apologies,

So yes you will need to use armour.tbl features to do the 0 hull thing
Title: Re: Electirc Arc Beam
Post by: Marcusqc on December 20, 2010, 08:07:28 pm
ok now the tesla effect problem example http://vimeo.com/425150 (http://vimeo.com/425150) i try to change PAni but  so far no lightning effect
Title: Re: Electirc Arc Beam
Post by: Qent on December 20, 2010, 11:52:17 pm
Unless it's been fixed since 3.6.11, damage factors don't affect beams at all. Of course it's possible it has been and I missed it. :P

just tested it, you'r right my apologies,

So yes you will need to use armour.tbl features to do the 0 hull thing
It's cool. :) I didn't intend to be yelling at you.  :/

ok now the tesla effect problem example http://vimeo.com/425150 (http://vimeo.com/425150) i try to change PAni but  so far no lightning effect
You probably want to change the section textures. PAni is for particles.
Title: Re: Electirc Arc Beam
Post by: Galemp on December 21, 2010, 02:11:55 pm
I think you would need an entirely different effect rendering system than the beams, blobs, and particles we have now. Ask the SCP if they could take the existing 'electrical arc' effect seen on critically damaged ships and tame it for use on weapons.
Title: Re: Electirc Arc Beam
Post by: Marcusqc on December 22, 2010, 07:21:28 am
i will pull that on the side for now hits not critical for the moment i still in preprod
Title: Re: Electric Arc Beam
Post by: Wobble73 on December 22, 2010, 10:35:54 am
I could have sworn someone has already attempted this, with some success. I just can't remember who and when!!!!  :mad:

 :nervous: