Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starbug on May 27, 2011, 05:09:19 am
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Hi guys, i am trying to create a new race called the Tal'Seth. I have got some re-texture ships done. But its the weapons i am struggling with. I didn't want them to have Beam weapons, so i tried to come up with some heavy Pulse weapons, Like the Wraith main cannons from Stargate Atlantis, and also have come up with some mass driver/railguns. I also wanted to create torpedo weapons. I have got them setup up but i wanted them to be more like Photon torpedos.
So is there away to hid the missile pof, thruster effect and have it looking like a primary laser weapon? i am guessing Particle spews may come into this?
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You can use a laser bitmap for secondaries as well.
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Can you? didn't know that
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Oh if they're secondaries, you might wanna remove the bomb flag from your energy torpedoes, unless you're planning to let them get shot down by [insert technobabble] here.
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Energy torpedoes can't be shot down, bomb flag or not.
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Was assuming he had standard cyclops with the model and thruster effect hidden, and as Andrew said, using a laser's bitmap. Unless the FS engine actually makes hidden pof things shoot through-able..well I'd be damned.
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I was wanting to make them shootable, yeah at the momment i am using a retextured Cyclops as the base. So how would i set up the table to hid the weapon. This is what i have set it up as at the moment. What would i need to alter to hide the Bomb.pof and thruster and would i just add the normal Primary laser information to the beginning of the table?
$Name: Tal'SethTorpedo
$Model File: Talbomb.pof
$POF target LOD: 0
$Mass: 60.0
$Velocity: 200.0
$Fire Wait: 20.0
$Damage: 1000
$Damage Type: HugeWeapon
$Arm radius: 250
$Blast Force: 1000.0
$Inner Radius: 150.0
$Outer Radius: 300.0
$Shockwave Speed: 100
$Shockwave name: shockwave01
$Dinky shockwave:
+Blast Force: 100
+Inner Radius: 10
+Outer Radius: 20
+Shockwave Speed: 0.0
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.5
$Lifetime: 72.0
$Energy Consumed: 0.0
$Cargo Size: 2.5
$Homing: YES
+Type: ASPECT
+Turn Time: 2.0
+View Cone: 360.0
+Min Lock Time: 4.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 10
+Catch-up Penalty: 15
$Swarm: 4
+SwarmWait: 2.0
$Free Flight Time: 1.0
$LaunchSnd: 325
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
+Weapon Range: 12000
$Flags: ( "supercap" "Huge" "Big Ship" "No Dumbfire" "particle spew" "bomb" "same turret cooldown"
"no lifeleft penalty" "cycle" )
$Trail:
+Start Width: 3.0
+End Width: 0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 4.0
+Bitmap: ancient_trail
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 104.76
$Dinky impact explosion: ExpMissileHit1
$Dinky impact explosion radius: 104.76
$Piercing Impact Explosion: exp04
$Piercing Impact Radius: 52.38
$Piercing Impact Velocity: 25
$Piercing Impact Splash Velocity: -25
$Piercing Impact Variance: 20000
$Piercing Impact Particles: 10
$Muzzleflash: AncCMuzzle
$Pspew:
+Count: 1
+Time: 1
+Vel: 0.0
+Radius: 1.5
+Life: 0.1
+Scale: 0.0
+Bitmap: Vishnan_Particle
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Set $Model File: to none (without extension) and add Laser type rendering data.
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WOW that's awsome! and you can still shoot them down!!
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Ahh for some reason Capital ships can't seem to target them, yet figthers can.
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Remove the "bomb" flag from $Flags: ( "supercap" "Huge" "Big Ship" "No Dumbfire" "particle spew" "bomb" "same turret cooldown" .
This prevents fighters from targeting it...yeah. If not, you might wanna boost the bomb's HP or something, because by default all bombs have 50 hp.
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Um,
I was wanting to make them shootable
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I want it to be targetable, so that flak turrets and aaafs can intercept them, so that the likes of an Orion at least has a fighting chance, the problem is when i change the model file to none, the Orion or Demios's etc turrets can't seem to target and fire at them.
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try taking a missile model, renaming the texture to "invisible" save it as something else... See if you can shoot them down...
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Snail's idea works.
You could (possibly) make a .pof with nothing in it, and model file to it. Not sure of the implications, though.
Um,
I was wanting to make them shootable
Hmm, I guess I'm not good at piecing together his words. The way he typed did sound like it seemed like a bad thing.
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ok, that seems to work, just need to find away of making the laser bitmap appear now, as it disappears when i put the bomb.pof back in. hmmm think i need to play with the particle spew to get it to work i think?
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Glowpoints can do that too, although you're limited to having a non animated sphere bitmap in that case.
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Hmmm think i might make to versions of this, one a standard missile, the other using the laser but tone down the damage or alter the fire wait to make it more a balance weapon.
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make an invisible missle, give it a glowpoint
???
profit?