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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on July 04, 2002, 11:05:54 am

Title: Weapon needed
Post by: StratComm on July 04, 2002, 11:05:54 am
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.
Title: Weapon needed
Post by: karajorma on July 04, 2002, 01:28:54 pm
:jaw:

Working on the death star or something?
Title: Weapon needed
Post by: vyper on July 04, 2002, 02:56:40 pm
this sounds like a challenge
Title: Weapon needed
Post by: vyper on July 04, 2002, 03:22:44 pm
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

;#############
Title: Weapon needed
Post by: StratComm on July 04, 2002, 05:42:57 pm
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.
Title: Weapon needed
Post by: Sesquipedalian on July 04, 2002, 09:38:00 pm
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!)
Title: Weapon needed
Post by: StratComm on July 05, 2002, 09:07:24 am
Yeah, that's big, but you are using a muzleglow effect, not an actual beam.  My beam actually has a diameter of 1000 meters.
Title: Weapon needed
Post by: vyper on July 05, 2002, 11:11:13 am
Well I tried making it that size and my eyes still have blue dots on them. :D
Title: Weapon needed
Post by: CP5670 on July 05, 2002, 11:54:24 pm
I once tried making a beam with a 100000m radius but it looked pretty stupid in the game. :p :D
Title: Weapon needed
Post by: Killfrenzy on July 06, 2002, 03:23:22 pm
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. :)
Title: Weapon needed
Post by: Martinus on July 06, 2002, 04:21:51 pm
*Remembers back when he made a pirahna spawn 40 helios torps.*

Silly weapons rule :D  :yes:
Title: Weapon needed
Post by: aldo_14 on July 06, 2002, 04:35:38 pm
Quote
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
Title: Weapon needed
Post by: Pera on July 06, 2002, 06:04:27 pm
Quote
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
Title: Weapon needed
Post by: Unknown Target on July 06, 2002, 06:36:37 pm
The size of the beams in this thread could scare small children.
Title: Weapon needed
Post by: CP5670 on July 06, 2002, 06:53:04 pm
Quote
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

Quote
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
Title: Weapon needed
Post by: Unknown Target on July 06, 2002, 07:26:56 pm
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!
Title: Weapon needed
Post by: Pera on July 07, 2002, 04:42:53 am
Quote
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.
Title: Weapon needed
Post by: Vasudan Admiral on July 07, 2002, 07:04:13 am
that would be funny
alpha2: lead, you've got a sathanas bearing down on you, fast, and another, and another and another.
:lol: