Author Topic: How to set out Ballistics gun table.  (Read 2444 times)

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Offline wistler

  • 28
How to set out Ballistics gun table.
Would anyone mind giving me the basic set up for a ballistic gun in the weapon table. I'd extract the Vulcan from PI but my downloads are running slow. I know it needs the ballistic flag but other then that i'm clueless.

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: How to set out Ballistics gun table.
Would anyone mind giving me the basic set up for a ballistic gun in the weapon table. I'd extract the Vulcan from PI but my downloads are running slow. I know it needs the ballistic flag but other then that i'm clueless.


Here's the Vulcan:

Code: [Select]

$Name: Vulcan
+Title:XSTR("GTW-24 Vulcan", 3282)
+Description:
XSTR("Standard Issue
Level 4 Hull Damage
Level 2 Shield Damage
Low Energy Usage", 3283)
$end_multi_text
+Tech Title: XSTR("GTW-24 Vulcan", 3284)
+Tech Anim: WeapVulc
+Tech Description:
XSTR(
"The GTW-24 Vulcan is the next-generation Avenger cannon, a high-speed mass weapon with a very high rate of fire. Unlike the Avenger, however, instead of using a chambered combustion reaction, the Vulcan uses an array of powerful electromagnets to propel its superheated semi-molten uranium shells toward its target. The ammunition itself is microscopic and very compact in its solid state, and a typical fighter can carry several million rounds at one time. The Vulcan is very effective against armor and hull plating, and although not nearly as powerful as the Maxim cannon, has much better fighter loadout compatibility and also does appreciable damage to shields due to the very high temperatures of its projectiles.", 3285)
$end_multi_text
$Model File: none
@Laser Bitmap:newglo10
@Laser Glow:2_laserglow03
@Laser Color:125, 125, 125
@Laser Color2:10, 10, 10
@Laser Length:10.0
@Laser Head Radius: 0.2
@Laser Tail Radius: 0.2
$Mass: 0.04
$Velocity: 2500.0
$Fire Wait:0.1
$Damage: 9
$Armor Factor: 1.0
$Shield Factor:0.5
$Subsystem Factor: 0.5
$Lifetime: 0.64
$Energy Consumed:0.14
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd:165
$ImpactSnd:166
+Weapon Range:1600
$Flags:( "player allowed" "stream" )
$Trail:
+Start Width:0.2
+End Width:0.2
+Start Alpha:0.8
+End Alpha: 0.0
+Max Life: 0.25
+Bitmap: newmiss6
$Icon: iconVulcan
$Anim: Flail2
$Impact Explosion: none
$FOF: 0.3



 

Offline Dragon

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  • 212
  • The sky is the limit.
Re: How to set out Ballistics gun table.
Let's start with fact you don't need PI Vulcan ,It's not ballistic (download PI anyway ,if you will want to take a break in modding and play something awesome it's the campaign you will want). Ballistic primaries have to be set in similar way like missiles. You should look into Beyond the Red Line for examples ,I'm posting entry of my favourite ballistic weapon ,Cylon KEW:

Code: [Select]
$Name: @Cylon KEW
    +Title: XSTR("Cylon Standard Cannon", 3243)
+Description:
XSTR(
"Standard Issue
Cylon Cannon", 3244)
$end_multi_text
+Tech Title: XSTR("Cylon KEW", 146)
+Tech Anim: icon_cylonkew
+Tech Description:
XSTR( "The Cylon KEW, or Kinetic Energy Weapon, is in most aspects identical to it's Colonial MEC-A6 counterpart. The large HE rounds are extremely deadly and all Colonial pilots are well adviced to stay out of the sights of a Cylon Raider. Even a single burst of rounds from the rapid-fire cannon can seriously damage a Viper, or even destroy it outright.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laser2
@Laser Glow: laser1_2_glow
@Laser Color: 00, 173, 220
@Laser Color2: 00, 173, 220
@Laser Length: 4.7
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.06
$Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.12 ;; in seconds
$Damage: 45
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.9
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 163 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 100
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "player allowed" "stream" "shudder" "ballistic")
$Icon: icon_cylonkew
$Anim: icon_cylonkew
$Muzzleflash: raider_muzzle
$FOF: .5
$Shots: 1
Lines required for ballistic weapons are:
Code: [Select]
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Rearm Rate: 100
You also need to set primary bank capacity like that:
Code: [Select]
$Allowed PBanks: ( "Cylon KEW" )
$Allowed Dogfight PBanks: ( "Cylon KEW" )
$Default PBanks: ( "Cylon KEW" )
$PBank Capacity: ( 3 )
Those lines are from Cylon Rider ,and should provide you 3000 Cylon KEW rounds.
(don't try to use Cylon KEW tables without modifications unless you have BtRL ,because you will need BtRL effects).
You may also try the wiki: http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Ballistic.22
There is also one thing you need to know: for older builds you needed "ballistic primaries" flag in ship flag to enable ship to carry any of them. This has been removed ,but if you want older build compatibility you should remember this.
I hope I helped you ,I made some ballistic weapons ,even on builds with "ballistic primaries" (annoying ,you enable weapon in tables and ship is still unable to carry it unless you enable the flag).

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: How to set out Ballistics gun table.
eh? I thought the Vulcan IS a Ballistic weapon...
I should have checked the tables... :sigh:

 

Offline Dragon

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  • The sky is the limit.
Re: How to set out Ballistics gun table.
FOW: COTS Vulcan is ballistic ,PI one is not the same thing.
It however "feel' ballistic ,maybe even better than COTS one.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: How to set out Ballistics gun table.
Wow they cahnged it... We used to just put the ballistic flag and then an ammo amount....

AFAIK that weapon still works, but I haven't tried 3.6.10 yet...
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Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

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Offline wistler

  • 28
Re: How to set out Ballistics gun table.
Cheers guys  :) I just assumed the Vulcan PI (wish it was called Magnum PI :lol:) was ballistic because it felt like a ballistic gun. It stuck in my mind because of its awesomeness. I shall set about creating some death dealing slug throwers now.

EDIT: Without having access to my FS2 computer I was wondering if the ballstic gauge and the energy weapon gauge were mutually exclusive or whether a weapon can use both. I have an idea for a crazy hybrid gun I'd like to play around with.
« Last Edit: April 22, 2009, 10:27:45 am by wistler »

 

Offline Dragon

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  • The sky is the limit.
Re: How to set out Ballistics gun table.
Tides of darkness have anti cap Railgun which have both limited ammo and energy consumption.
As for the Vulcan being ballistic I'm making a gun called "10mm Railgun" ,basically a Vulcan with changed sound used for subsystem disarming. It will have ammunition and rotating gatling gun model. I will use gatling guns from Nukemod ,and if you like ballistic weapons you should try it. There is also Rapier from Steve'o's shippack ,which also have bullet model.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: How to set out Ballistics gun table.
A lot of ships in Steve-O's Federal Fighter Pack have awesome ballistic weapons, including guns that have to spin up before firing.

 

Offline Dragon

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  • 212
  • The sky is the limit.
Re: How to set out Ballistics gun table.
That's exactly Rapier Gatling gun.

 

Offline wistler

  • 28
Re: How to set out Ballistics gun table.
One more thing, is there a chart somewhere that tells you which numbers are which colour, and which numbers are which sound, just I'm winging it at the moment just putting in random numbers and seeing how they look.

 

Offline Angelus

  • 210
  • The Angriest Angel
Re: How to set out Ballistics gun table.
One more thing, is there a chart somewhere that tells you which numbers are which colour, and which numbers are which sound, just I'm winging it at the moment just putting in random numbers and seeing how they look.

here is the color chart:

http://www.renaigames.com/wp-includes/dev/hue.gif


for the music tables:

http://www.hard-light.net/wiki/index.php/Music.tbl

 
Re: How to set out Ballistics gun table.
And now, I unexpectedly enter this thread without being invited  :drevil:

Where can I download Steve o' weapons pack?
<Hades> YOU DO NOT UNDERSTAND
<Hades> And neither do I
------------------------------------------------------------
<pecenipicek> can you root my /?
<mura> HEY!
<mura> get a room
<mura> you perverts

  

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: How to set out Ballistics gun table.
People should learn how RGB colors work. It's not that complicated...