Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grey Wolf on July 26, 2001, 11:29:00 pm
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Just give a beam a mass of ~ -100000 and pull around a Sath!
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Tractor beams... does this mean that negative mass values on weapons in FS2 actually make the ships travel towards you?
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Yes, but it takes massive mass values to move any capship. And a beam w/ -1000 mass hitting a fighter can really mess up your position.
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Originally posted by Grey Wolf 2009:
And a beam w/ -1000 mass hitting a fighter can really mess up your position.
Ouch!
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Luckily, my Ulysses had an "invulnerable" tag so I only go slammed into the Collosus' turret at ~500 m/s. Interestingly enough, I bounced off...
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Yeah, that's the one problem with a tractor beam, is you have to find a way to keep the fighters out of it, or they might start killing themselves on the TugShip™. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Whoa, very cool! Didn't know it worked! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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OK, I think you're ready to try that:
give a missile with a negative speed shockwave (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (who is talking about black hole bomb? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) )
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The real kicker is to have a mjolnir with a kamakazie flag and tractor beam.
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The real cool thing is the repair beam that fozzy made. It actually repairs subsystems, and can be made to repair the hull too. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
just put the - with the other stats. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by PhReAk:
The real kicker is to have a mjolnir with a kamakazie flag and tractor beam.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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Actually, if you want a beam to CAPTURE ships, here's what you do-
Have one beam with a range of say, 2000, that pulls the ship in. Have a second beam with a range of 500 that does no damage but pushes out with equal force or maybe a little more...Get them both to fire on a ship, and there you go- the ship will get dragged in, then held in place by the two counteracting beams. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Hmmm... speaking of messing around with the mass... how about a bomb defense beam. Type 3, with 10 shots or so, and a high fire rate. No damage, but fairly high mass. Would it knock those bombs back into the bombers noses? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Be a cool antiflail gun, too. Put it on a tough-*** bomber and you have the "headbutt gun". I gotta try that- I do most of my damage by ramming into stuff anyway.
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[This message has been edited by Stryke 9 (edited 07-27-2001).]
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Sweet.
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there seem to be many possiblilities i shall give them some conciedration in my campaign....how about tractorbeaming into subspace?
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Ok, where in the TBL data do I make a number negative in order for it to repair a ship?
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"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"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
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The damage level of the weapon. I have to try some of these out. Sounds much more interesting than my subspace nebulas!
[This message has been edited by YodaSean (edited 07-28-2001).]
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Am i missing somethin here? I edited the BFGreen beam and gave it a mass of -10000. I put the beam on a mjolnir and had it fire at a Fenris. Nothing happened! Then i upped the negative mass to -900000000000000000000000000000000000000000000000000000000000000000000000000000000000000000. Still nothing! Is there something else you have to edit?
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i think so since mine wont work either.