Author Topic: Problems with beams  (Read 1716 times)

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Offline Mrmcgia

  • 22
First of all, i apologize for my english, but i'm italian. I've got a problem while attempting to allow fighters use a beam. I've tried to copy, paste and modify existing beams, but everytime i fire my beam, instead of a continuous stream of energy, i get a single ball, like the old flail gun, but very slow and with the power of the beam. Why? here is my modified beam:

$Name:                          Vector Cannon
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               136, 243, 249
@Laser Length:               0.0
@Laser Head Radius:            0.60
@Laser Tail Radius:            0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.5             ;; in seconds
$Damage:                        14            ;; 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:                      40.0            ;; 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:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:               2500         ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "player allowed" "beam")
$Icon:                          iconKayser
$Anim:                          Kayser
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
   +Type:                  3            ;; 0 - 4 are valid #'s
   +Life:                    7.5            ;; how long it lasts once the beam is actually firing
   +Warmup:                 1500         ;; warmup time in ms
   +Warmdown:               1200         ;; warmdown time in ms
   +Radius:                 20.0         ;; muzzle glow radius in meters
   +PCount:               12            ;; particles spewed every interval
   +PRadius:               1.2            ;; particle radius
   +PAngle:               65.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            1.5 1.6 1.7 1.8 2.0      ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               149            ;; the looping beam-firing sound
   +WarmupSound:            151            ;; associated warmup sound
   +WarmdownSound:            161            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap
   +Shots:                  3            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.0         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.0         ;; what percentage of max width we subtract per second
   $Section:                        ;; one section of the beam (you can have up to 5)
      +Width:               2.0            ;; width of the section
      +Texture:            beam-white      ;; 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
   $Section:                        ;; one section of the beam
      +Width:               6.0            ;; width of the section
      +Texture:            beam-dblue2      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               8.0            ;; width of the section
      +Texture:            beam-dblue      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

Please help!

(P.S. I've tried using the type 2 beam, which works, but it doesn't warm up or warm down, and it doesn't emit any sound, it's like the targeting laser. Is it normal? I want to create a beam which has the warm up and warm down and the sounds, and can fire multiple shots like the AAAs)
« Last Edit: April 18, 2006, 05:05:20 am by Mrmcgia »

 

Offline Galemp

  • Actual father of Samus
  • 212
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First off, are you using FS2 Retail or the SCP?
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Mrmcgia

  • 22
i am using the retail version.

 
Ahah. It is using the "Big Ship" flag. Dosent work with player allowed. take it off, and if it still dosent work, use SCP.

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
you'll never get what you want useing retail, swich to FSO and that table will probly work.
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My latest build of PCS2, get it while it's hot!
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Offline Mrmcgia

  • 22
guys, i've tried to install the SCP version, following the instructions given by "The freespace oracle", but when i try to go to the mission simulator to play a mission created by me, it crashes. But there is more: i don't know why, but when i try to open the launcher, it says "error reading the flag file". maybe the crash is caused by this error, maybe not. However, i still can't play with my new beam. Have you got any suggestions? please reply 

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Perhaps it was the missing OpenAL? "Failed to read flag file"
Do not meddle in the affairs of coders for they are soggy and hard to light

 
find the offical SCP site and download 3.6.7 with the map files. worked for me.

 

Offline Mrmcgia

  • 22
ok guys. thanks to everybody, i found the build and the FRED 2 Open, now i'll try to MOD the tables file. Can you guarantee (is it correct? i hope so) me that every type of beam can be fitted on any ship, from fighters to bombers, and it will work, playing sounds and warming up and down?

P.S.: Why Fred Open crashes everytime i try to set the team loadout, saying that "an assertion failed", refferred to the file "afxwin2.inl", line 616? (i've got Fred open v 3.5, because with the last release there was a problem with some "GL files" that needed an update, but i don't know where to get this update)
« Last Edit: April 20, 2006, 03:05:55 pm by Mrmcgia »

 
Yes, if u cheat and have a bfred on a ulyssies if will fire a big beam. also, if you want your mission to work with your mods, and fred open wont work, just open the mission with a text file and add it in. for example, if i wanted to add my player destroyer, the GTD Oromis, i would do this:

                      "GTF Loki"      5
                      "GTD Oromis"        5
                      "GTF Pegasus"      5

And do the same thing for your weapon. just make sure the mod is installed for fsopen and the missions are not in the mod foldier, the Freespace/Data/Missions directory. also make a new player if you install a new ship or weapon.

  

Offline Mrmcgia

  • 22
Ok, now everything's fine. Thanks to everybody. One last thing: what is the most stable version of FRED OPEN?