Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on July 04, 2002, 11:05:54 am
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OK, I'm in need of a very large (radius=500+ meters) blue beam for a ship I'm working on. I've put a little something together, but I'm not entirely satisfied with the results. My beams always come out too flat. Any help would be most appreciated.
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:jaw:
Working on the death star or something?
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this sounds like a challenge
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Stick this in yer weapons.tbl and smoke it! ;7
;###########
;DeathStar beam ;)
$Name: DeathStar
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow02
@Laser Color: 128, 128, 255
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 35.0 ;; in seconds
$Damage: 1900 ;; 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: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 5.0
$Lifetime: 30.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; 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: 5000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 360.0 ;; muzzle glow radius in meters
+PCount: 150 ;; particles spewed every interval
+PRadius: 0.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow2 ;; 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: 300 ;; width of the section
+Texture: beam-white1 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 400 ;; width of the section
+Texture: beam-white2 ;; texture for this section
+RGBA Inner: 233 233 253 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.045 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 500.0 ;; width of the section
+Texture: beam-saph ;; texture for this section
+RGBA Inner: 138 169 249 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 138 169 249 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.04 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 600.0 ;; width of the section
+Texture: beam-saph2 ;; texture for this section
+RGBA Inner: 0 0 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 0 0 255 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.02 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
;#############
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I actually think I found what I was after. Go to this thread (http://www.hard-light.net/forums/index.php/topic,8055.0.html) and you'll see what it's for. I adjusted the Zadd values and found my weapon to work quite nicely. And though that death star weapon looks pretty cool, it is a bit too small for my needs.
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You think that's big? Try this:
$Name: SathStarNuke
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 50, 254, 50
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 90.0 ;; in seconds
$Damage: 40000 ;; 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: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 20.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; 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: 64000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: GSbspcRiftExp
$Impact Explosion Radius: 70000.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 5.0 ;; how long it lasts once the beam is actually firing
+Warmup: 21780 ;; warmup time in ms
+Warmdown: 1200 ;; warmdown time in ms
+Radius: 2000.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 1.9 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0 0 0 0 0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 194 ;; the looping beam-firing sound
+WarmupSound: 192 ;; associated warmup sound
+WarmdownSound: 193 ;; associated warmdown sound
+Muzzleglow: SathanasRiftGlow ;; 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: 6.0 ;; width of the section
+Texture: invisible ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
Included in the SubspaceRift Sathanas (http://archives.volitionwatch.com/fs2/missions/download.php3?MissID=380) mod. (Yes, Tiny Tim, you too can supernova entire starsystems!)
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Yeah, that's big, but you are using a muzleglow effect, not an actual beam. My beam actually has a diameter of 1000 meters.
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Well I tried making it that size and my eyes still have blue dots on them. :D
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I once tried making a beam with a 100000m radius but it looked pretty stupid in the game. :p :D
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TIP: Don't make rediculous sized beams unless you've got a turret and muzzle glow big enough - look at the SBFRed on the Beta version of the SSJ Gigas, and you'll see what I mean. :)
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*Remembers back when he made a pirahna spawn 40 helios torps.*
Silly weapons rule :D :yes:
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Originally posted by Maeglamor
*Remembers back when he made a pirahna spawn 40 helios torps.*
Silly weapons rule :D :yes:
Indeed.... wait 'till you see some of the lunacy I've created for CoW ;7
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Originally posted by Maeglamor
*Remembers back when he made a pirahna spawn 40 helios torps.*
Silly weapons rule :D :yes:
I once made a piranha spawn 50 piranhas :D
You can probably guess the result :p
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The size of the beams in this thread could scare small children.
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TIP: Don't make rediculous sized beams unless you've got a turret and muzzle glow big enough - look at the SBFRed on the Beta version of the SSJ Gigas, and you'll see what I mean. :)
The game does not render anything properly beyond a certain size limit, anyway. ;) All the really big beams I tried making looked very flat and blurry. :p
I once made a piranha spawn 50 piranhas :D
You can probably guess the result :p
I did that once as well but the game froze up after a while when too many missiles were getting on the screen. :D
One other funny thing I tried out some time ago was to replace the Piranha missile's pof with the minicap.pof file (a very low-poly Sathanas but of the same size) along with the constant spawning method. Things started to look very weird in the game. :D
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I made the Veritech in the Robotech MOD (I work for them, see siggy) be able to carry over 200 heat-seeking Short Range missles, and fire 20 per shot (doble fire disengaged).
The cool thing is, they actually looked like something from the series, and were...gasp, balanced!
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Originally posted by CP5670
One other funny thing I tried out some time ago was to replace the Piranha missile's pof with the minicap.pof file (a very low-poly Sathanas but of the same size) along with the constant spawning method. Things started to look very weird in the game. :D
If you want to see something really freaky, make a primary weapon that is using the minicap.pof, and make it heat seeking.
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that would be funny
alpha2: lead, you've got a sathanas bearing down on you, fast, and another, and another and another.
:lol: