Author Topic: Crossbow  (Read 8517 times)

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Well good news is I'm done fixing and building the vps now...

Bad news it still locks up... even with shields of only 130polys
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
More good news... i think *Crosses fingers* i found the problem. Making a vp right now, hopefully will have it up for download later tonight :-)

Some more new weapons effects:

Pulse cannon starting to warming up


Cannon warmed up, it flickers


Fire!


The shockwaves are the flak cannons going off and fire exchange between a Demon's beam cannons and the Aurora's pulse cannon.

(Looking at the pic i'm flying on my side)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Flak wall thing can be created with current table options... Edit a flak weapon and set $Detonation Range: which is effectively the range from the firing point to the point where the shots explode. Then set lifetime & velocity so that you get range that is greater than the Detonation Range. Now the turret will start firing when target comes within range (velocity x range or weapon range which ever is smaller) but shots will detonate before reaching the target at detonation range creating a wall between the firing ship and the target... Until the target approaching closer than the detonation range and flaks start to follow the target as usually in freespace.

And you would probably get properly oriented explosions with the impact explosions... just set the animation used so that it looks like 'energy explosion'.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Alone with $FOF thats exactly what I'm looking for, something nasty you don't really want to fly into.  Doesn't do a whole lot of damage, but makes targetted attacks harder when yuo get thrown off-course.  I also see $Shockwave name: I'll have to do some investigating with photoshop :-)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

  

Offline Wanderer

  • Wiki Warrior
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I meant something like this effect. I made it by cutting loads of frames from the original 2d-shockwave effect made by DaBrain.. Setting that as impact explosion and setting the shockwave speed to 0 works quite nicely for my 'energy flak' explosions. eff and dds files to data/effects and tbm data/tables
Do not meddle in the affairs of coders for they are soggy and hard to light