Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: morris13 on June 23, 2001, 02:03:00 am
-
Some of you might know about this already, but it solved a problem we were having and I thought I'd share it with you. If you want a primary that fires something a little more distinctive than the standard laser shots, where you can really only edit the color and length, you can use the $model field just above the laser rendering section to use an actual .pof file for the weapon shots instead of standard beam shots. This allows you to make one gun look like its firing multiple shots at once, even different kinds of shots. You can use missile .pof files or make your own. All you have to do is put the .pof filename in the $model field and delete ALL the laser rendering sections (everything down to the $mass entry). Give it a shot, see how it works. =)
-
Originally posted by morris13:
Some of you might know about this already, but it solved a problem we were having and I thought I'd share it with you. If you want a primary that fires something a little more distinctive than the standard laser shots, where you can really only edit the color and length, you can use the $model field just above the laser rendering section to use an actual .pof file for the weapon shots instead of standard beam shots. This allows you to make one gun look like its firing multiple shots at once, even different kinds of shots. You can use missile .pof files or make your own. All you have to do is put the .pof filename in the $model field and delete ALL the laser rendering sections (everything down to the $mass entry). Give it a shot, see how it works. =)
Cool, is this in regards to firing multiple types of shots with the same primary?
------------------
.....File not found....please enter password
Co-Creator, GroundZero ("http://www.subspacezero.com")
ICQ# 117983680
-
*cough*
Like the flak weapons. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
-
Wahey - bullets! (I've always wanted to try this, but I've never got round to it)
Now I can make my Browning X cannon (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
Bullets? Thinking small again? I just edited the subach-HL7, it now fires ulysees fighters.
[This message has been edited by Maeglamor (edited 06-24-2001).]
-
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif) should I talk about my Sathanas launcher?... hmmm, no, better not.
------------------
venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index.html")
-
Uh. Correct me if I'm wrong but, couldn't you just designate a secondary as a primary and knock off the cargo size data?
-
And the targetting data.
Basically strip-down a missile.
-
I'm gonna go try the below entry now.
; ----------------------------------------------------------------------------------
; RailGun
;
$Name: @RailGun
+Title: XSTR("GTW-R1 RailGun", 3317)
+Description:
XSTR(
"Special issue
High-Payload Cannon", 3318)
$end_multi_text
+Tech Title: XSTR("GTW-R1 RailGun", 3319)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Designed to prove it could be done, the Railgun is just a ****ed up tempest entry.", 3320)
$end_multi_text
$Model File: Tempest.pof
$Mass: 0.1
$Velocity: 360.0
$Fire Wait: 0.30
$Damage: 45 ;; 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: 1.8
$Energy Consumed: 0.25 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Flags: ("in tech database" "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
The trails might cause a problem but I don't think they will. Read the description.
-
Knock up the fire rate to make it like a chaingun. And the power needs upping but I'll do all that later.
-
The firing sound needs to be altered but the below entry should be good.
; ----------------------------------------------------------------------------------
; Gattling Laser
;
$Name: @Gattling Laser
+Title: XSTR("GTW-G1 Gattling Laser", 3317)
+Description:
XSTR(
"Special issue
High-Payload Cannon", 3318)
$end_multi_text
+Tech Title: XSTR("GTW-G1 Gattling Laser", 3319)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Designed to prove it could be done, the Gattling Laser is just a ****ed up tempest entry.", 3320)
$end_multi_text
$Model File: Tempest.pof
$Mass: 0.5
$Velocity: 2060.0
$Fire Wait: 0.001
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 0.7
$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: 1.0
$Subsystem Factor: 0.6
$Lifetime: 3.8
$Energy Consumed: 0.25 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Flags: ("in tech database" "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
-
Change the anims and such to Kaysers or Maxims.
-
And the best thing is, with the latest models, you don't even need to re-load. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
; ----------------------------------------------------------------------------------
; SathCannon
;
$Name: @SathGun
+Title: XSTR("SathGun", 3317)
+Description:
XSTR(
"Special issue
Fires Shivan Ships", 3318)
$end_multi_text
+Tech Title: XSTR("SathGun", 3319)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Oooh, look how mentally unstable I am.", 3320)
$end_multi_text
$Model File: supercap2s-01.pof
$Mass: 0.1
$Velocity: 960.0
$Fire Wait: 5.0
$Damage: 100000 ;; 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: 1.8
$Energy Consumed: 0.25 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Flags: ("in tech database" "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
Mwuahahahahaha.
Testing it now. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
Damnit give it a flyby sound!!!
hehe, you guys (well, fattony) are insane... I like (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
Originally posted by Fattony:
"Oooh, look how mentally unstable I am."
Yes, we see... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
Originally posted by Fattony:
$Model File: supercap2s-01.pof
(*W%^(*^... YOU RETARD.. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
------------------
-Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
-Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")
The fear always controls our attitude, let us fear no more!
-
By the way use the "Code" tag for this kind of stuff: i.e.:
; SathCannon
;
$Name: @SathGun
+Title: XSTR("SathGun", 3317)
+Description:
XSTR(
"Special issue
Fires Shivan Ships", 3318)
$end_multi_text
+Tech Title: XSTR("SathGun", 3319)
+Tech Anim: Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Oooh, look how mentally unstable I am.", 3320)
$end_multi_text
$Model File: supercap2s-01.pof
$Mass: 0.1
$Velocity: 960.0
$Fire Wait: 5.0
$Damage: 100000 ;; 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: 1.8
$Energy Consumed: 0.25 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 90 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Flags: ("in tech database" "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
------------------
-Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
-Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")
The fear always controls our attitude, let us fear no more!
-
Firing capships had occured to me too, but unless you could rig it some way that they could SHOOT after you fired them out of your gun, there's really no point to it. Now... using something that big as a COUNTERMEASURE could be VERY useful... you don't have to worry about the missiles getting distracted, you just drop something big enough that they run into it =)
-
Originally posted by morris13:
Firing capships had occured to me too, but unless you could rig it some way that they could SHOOT after you fired them out of your gun, there's really no point to it. Now... using something that big as a COUNTERMEASURE could be VERY useful... you don't have to worry about the missiles getting distracted, you just drop something big enough that they run into it =)
Oohhh... how about a Knossos-based countermeasure? Say a mini-knossos pof, about the size of an Argo or so, that simply whisks any pursuing missiles away into subspace! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) I know - can't be done without the source code... oh well...
------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com")
-
eh... yeah, it could be rigged... have the ewxplosion be the warpout, and make the CM the knossos (my cm is a tsunami (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)) and blam-o!
-
(http://ukobservers.net/cwm/cwm/big/eek3.gif)
This has gotten waaaaaay outta hand.
-
hmmm...I am wondering...would these entries
$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
make it possible to create a missile which trail does not dissapear until the missile either destructs or hit's a target, making it look like some weird laser?
That could make it possible to create some weird looking laser-effects with the right trail texture?
to be more precise, I saw a pic just recent, CRAFT where though...it looked like some sort of pearly colored energy ball firing it's weapon, and the lasertrail was all warped and bending...
-
Umm... I THINK so. I know you can define the length of time that the trail will stay alive with missiles, so it'd have to be a secondary, not a primary.
-
Originally posted by morris13:
Umm... I THINK so. I know you can define the length of time that the trail will stay alive with missiles, so it'd have to be a secondary, not a primary.
Have you ever played FS1? Remember the Lucifer laser? It was a primary weapon...
------------------
Creator of the Table Edit ("http://denebsystem0.tripod.com/tbledt.html") project.
Amateur ANI creator.
IRC: /server twisted.ma.us.DAL.net /join #Deneb ("http://denebsystem0.tripod.com/chat.html")
Visit The Deneb System ("http://denebsystem0.tripod.com/").
-
That's just a laser with a trail, and a long lifetime on it... there are plenty of MODs with that.
-
Originally posted by Snipes:
That's just a laser with a trail, and a long lifetime on it... there are plenty of MODs with that.
Yea, which was questioned above if it could be used on a primary...
------------------
Creator of the Table Edit ("http://denebsystem0.tripod.com/tbledt.html") project.
Amateur ANI creator.
IRC: /server twisted.ma.us.DAL.net /join #Deneb ("http://denebsystem0.tripod.com/chat.html")
Visit The Deneb System ("http://denebsystem0.tripod.com/").
-
Originally posted by Joey_21:
Yea, which was questioned above if it could be used on a primary...
not sure if you are referring to my question on the subject, but mine questioned the possibility to make a missiletrail 'look' like it's a laser by extending the lifetime of the trail...
-
Originally posted by JarC:
not sure if you are referring to my question on the subject, but mine questioned the possibility to make a missiletrail 'look' like it's a laser by extending the lifetime of the trail...
Try it. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) It'll do wonders for what you know. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
------------------
Creator of the Table Edit ("http://denebsystem0.tripod.com/tbledt.html") project.
Amateur ANI creator.
IRC: /server twisted.ma.us.DAL.net /join #Deneb ("http://denebsystem0.tripod.com/chat.html")
Visit The Deneb System ("http://denebsystem0.tripod.com/").
-
Don't forget I've made player beams from this principle (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
-
hmm maybe i could make primaries that explode then.. super flail!!!!
-
Originally posted by The Claw:
Don't forget I've made player beams from this principle (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Ah, cool!, you've done that already? up for dl somehwere?