[quote author=PeterX link=topic=73391.msg1448460#msg1448460 date=1292750833]
Do you have a sketch of that? and do you want this as a new weapon?
Try to use eff and dds files and implement that over tbm´s :pimp:
Peter
[/quote] i'm use the Red Beam has base code for my TBM
#Primary Weapons
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
; beam weapons are a very special case weapon
$Name: Tesla
$Model File: none
@Laser Bitmap: laserglow03
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.10
@Laser Tail Radius: 0.10
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 25.0 ;; in seconds
$Damage: 200 ;; 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: 0.0
$Shield Factor: 1.0
$Subsystem Factor: 0.0
$Lifetime: 20.0 ;; How long this thing lives
$Energy Consumed: 4.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: no
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags: ("beam" "player allowed" )
$Icon: iconPromS
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 50.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 3.8 ;; how long it lasts once the beam is actually firing
+Warmup: 1500 ;; warmup time in ms
+Warmdown: 1000 ;; warmdown time in ms
+Radius: 3.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 0.5 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 177 ;; the looping beam-firing sound
+WarmupSound: 183 ;; associated warmup sound
+WarmdownSound: 187 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 0.1 ;; width of the section
+Texture: beam-blu ;; texture for this section
+RGBA Inner: 0 114 188 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 1.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 0.5 ;; width of the section
+Texture: beam-red2 ;; 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: 0.7 ;; width of the section
+Texture: beam-red ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
#End
[/code]
All Bitmap here have ben alter in photoshop to be bleu and orange like a ligth strike