Author Topic: A few questions relating to beams and shotguns.  (Read 2370 times)

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Offline Stormkeeper

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A few questions relating to beams and shotguns.
Okay. So. I want to know if I can use the charge up sequence for a non-beam weapon, and also if its possible to make a beam weapon fire multiple beams at one time, each time on a different vector. Like a shotgun, only each time the vector of the beams is pre-defined.

Then, I want to know if its possible to modify slash beam behaivour such that instead of a straight slash, the beam can be modified to 'scribe' a target instead, running rampant over a small contained area, like this:
_____
|x       |
|  x   x|
|  x x  |
| xxx  |
--------
Where x is the the beam path.
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Offline Wanderer

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Re: A few questions relating to beams and shotguns.
You could set a turret with multiple firingpoints using "use multiple guns" flag. Then give the turret as many beamz as it has firingpoints.

Or to make then simultanous... Make a turret with multiple firingpoints, use my builds and add a single beam and 'salvo mode' turret/subsystem flag for it.


As for alternate slash mode... it would need adding more beamtypes. So it can't be done without editing the code.
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Offline Droid803

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Re: A few questions relating to beams and shotguns.
Is the "use multiple guns" flag really needed? What exactly does it do. I feel it's redundant.

I gave an Orion 3 terslashes on one of its big turrets. It shot all three (with a half a second delay between each or so). I guess you could just stick multiple weapons on a single-gun turret. It'll fire similarly. (Alternatively, do it like Hamano did on his Orion mk2 with the beam cluster, and just usefire-beam SEXP.
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Offline Wanderer

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Re: A few questions relating to beams and shotguns.
It allows the game to process overlapping firings. Without it you often (well in test settings) encounter problems where turret fires only portion of its weapons. Otherwise you should get that 1/2 s delay..
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Offline Mav

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Re: A few questions relating to beams and shotguns.
HI :) .
You could also use a type 3  (hope that's the right number, have been off FS-modding for quite a while)  , (eventually set multiple shots,) and set the refire delay lower then the beam lifetime. I'm pretty sure I got a multiple firing effect that way once, though it wasn't what I had intended at that moment.
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Offline Stormkeeper

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Re: A few questions relating to beams and shotguns.
The scribing beam and the shotgun beam are meant to be different weapons.

I was looking at the code, and wondering about modifying the type 3 beam's movment function, in order to make its movements random across a small area.

As to the shotgun beam, I dl'd Wanderer's build but I'm waiting for weekends when I got lots of free time to create it.
« Last Edit: July 29, 2008, 08:51:03 pm by Stormkeeper »
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Re: A few questions relating to beams and shotguns.
I gave an Orion 3 terslashes on one of its big turrets. It shot all three (with a half a second delay between each or so). I guess you could just stick multiple weapons on a single-gun turret. It'll fire similarly. (Alternatively, do it like Hamano did on his Orion mk2 with the beam cluster, and just usefire-beam SEXP.

Hi, sorry to sidetrack... but I've read conflicting opinions on the compatability between beam weapons and multipart, multi-barreled turrets. You have had success with this? It would be quite useful for a mod I'm toying with.

 

Offline Droid803

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Re: A few questions relating to beams and shotguns.
Well, they work. The barrel point to target, fires one terslash, then a second, then the third (with about a 1/2 second delay bewteen each start, so there is a point where they are all firing).

Anyhow,

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Offline Wanderer

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Re: A few questions relating to beams and shotguns.
Problem with the beam turrets and multiple firepoints has since been fixed
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Offline Excalibur

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Re: A few questions relating to beams and shotguns.
HI :) .
You could also use a type 3  (hope that's the right number, have been off FS-modding for quite a while)  , (eventually set multiple shots,) and set the refire delay lower then the beam lifetime. I'm pretty sure I got a multiple firing effect that way once, though it wasn't what I had intended at that moment.

The max that come out are three - though this may be due to the beam life.

btw, to you want multiple beams to come out, then wait a while to recharge, or them just to keep coming out so you basically have an infinity time beam?

Also, make a beam with a fire rate of 25 times per second (if posssible, or use a laser to do it) and a beam life of 1/26 seconds, and use a beam on beam off sexp so you may effectivley have the alternate slash beam. (I haven't actually tried this, it's only a suggestion) ;)
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Offline Stormkeeper

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Re: A few questions relating to beams and shotguns.
What I was trying to do is have the beam charge up, then release ~10 blasts, in a predefined pattern, in order to bracket its target. Kinda like throwing a net around the target so that no matter how it turns, it'll take hits.
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