Author Topic: Homing Beams?  (Read 4973 times)

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If you made a curved beam like that it might be hard to create a glow effect though I thought of something that might work. Create a beam with a range of 0 and mount it on a capital ship, then in the event editor chain a turret-change-weapon action to a fire-beam action with the delay equal to the amount of time it take for the range 0 beam to fully charge, if you use the turret-change-weapon to set the turrets weapon to your invisable missial then it should look just like a regualar beam.

Note: I have not actually tried this but I seem like it should work or at least provide a place to start.

Hope this helps.
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Offline Wanderer

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If you give the missile too high speed game wont even register it and wont provide any graphics for it either. Effectively making the weapon firing FPS dependent. Also too slow speed and you get the toothpaste beams of FS1.
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So... The missile hits the target (almost) immediately after it is fired... And the trail will stay in the same place. It doesn't move anymore, does it? So it doesn't follow the target. Then what's the difference with a normal beam? :confused:

 
So... The missile hits the target (almost) immediately after it is fired... And the trail will stay in the same place. It doesn't move anymore, does it? So it doesn't follow the target. Then what's the difference with a normal beam? :confused:

The missile must have a (very) high rate of fire then it might work that way i think
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So... The missile hits the target (almost) immediately after it is fired... And the trail will stay in the same place. It doesn't move anymore, does it? So it doesn't follow the target. Then what's the difference with a normal beam? :confused:

The missile must have a (very) high rate of fire then it might work that way i think
* FSFreak slaps himself for not having thought of that himself

Sounds like a good idea, if the engine can handle it.

 

Offline Wanderer

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Nope... That is not what i meant. If the missile or standard weapon is too fast (ie. too short lifetime) then it wont appear in the game at all. No effects, no damage, nothing.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
I know. But i'm talking about rate of fire (or reload-time or what-ever you want to call it) and not lifetime :)
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Offline BS403

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what he said is that to get the missile fast enough to look like a beam, it would be too fast for the game to render it.

Right wanderer?  or did I misunderstand?
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I see... can't this be done via trail animation?
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Offline Wanderer

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what he said is that to get the missile fast enough to look like a beam, it would be too fast for the game to render it.

Right wanderer?  or did I misunderstand?
Yeah.. though if you try enough you might something that you could use.

And IIRC you cant animate trail textures.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Wait... did you mean Lifetime or Velocity?
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Offline Mura

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and once again you wandered to the curved beams instead to the beams following the target that is moving...

  [insert capship]
        //    \\
       //      \\       <--- beam being fired homming the ship
      //        \\
   o=\\-      o=\\-  <--- victim ship moving around.

Something like this, right?
Signed, me

 

Offline blowfish

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Wonder if this could be accomplished with a very fast swarm effect.

 
Homing beams? I got that effect by mounting a custom beam in a multipart turret. The turret tracked the target and kept the beam on target. This is especially lethal against fighters since the turrets would barely loose track and rip them apart.

Code: [Select]
$BeamInfo:
+Type: 4 ;; 0 - 4 are valid #'s

Code: [Select]
$Subsystem:                     gunturret-0, 8.875, 12.0
$Default PBanks:        ( "HSFPositron" )
    $animation:triggered
    $type:initial
    +relative_angle:        90,0,0
I have created a masterpiece.

  
did you only get it working with a type 4 beam?
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