Author Topic: Weapon needed  (Read 2475 times)

0 Members and 1 Guest are viewing this topic.

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
OK, I'm in need of a very large (radius=500+ meters) blue beam for a ship I'm working on.  I've put a little something together, but I'm not entirely satisfied with the results.  My beams always come out too flat.  Any help would be most appreciated.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
:jaw:

Working on the death star or something?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline vyper

  • 210
  • The Sexy Scotsman
this sounds like a challenge
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline vyper

  • 210
  • The Sexy Scotsman
Stick this in yer weapons.tbl and smoke it! ;7

;###########
;DeathStar beam ;)
$Name:                     DeathStar
$Model File:               none             ; laser1-1.pof
@Laser Bitmap:               laserglow02
@Laser Color:               128, 128, 255
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     35.0            ;; in seconds
$Damage:                        1900            ;; 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:                  2.0
$Shield Factor:                 1.0
$Subsystem Factor:              5.0
$Lifetime:                      30.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; 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:               5000            ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       120.0
$BeamInfo:
   +Type:                  0               ;; 0 - 4 are valid #'s
   +Life:                    4.0               ;; how long it lasts once the beam is actually firing
   +Warmup:                 5000            ;; warmup time in ms
   +Warmdown:               3500            ;; warmdown time in ms
   +Radius:                 360.0            ;; muzzle glow radius in meters
   +PCount:               150               ;; particles spewed every interval
   +PRadius:               0.4               ;; particle radius
   +PAngle:               60.0            ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01      ;; particle ani
   +Miss Factor:            1.0 1.1 1.2 1.3 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               148               ;; the looping beam-firing sound
   +WarmupSound:            155               ;; associated warmup sound
   +WarmdownSound:            160               ;; associated warmdown sound
   +Muzzleglow:            beamglow2         ;; 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:               300                ;; width of the section
      +Texture:            beam-white1         ;; texture for this section
      +RGBA Inner:         255 255 255 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.0               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0               ;; hehe
   $Section:                              ;; one section of the beam
      +Width:               400               ;; width of the section
      +Texture:            beam-white2         ;; texture for this section
      +RGBA Inner:         233 233 253 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10         ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.045            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0               ;; hehe
   $Section:                              ;; one section of the beam (you can have up to 5)
      +Width:               500.0            ;; width of the section
      +Texture:            beam-saph         ;; texture for this section
      +RGBA Inner:         138 169 249 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         138 169 249 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.04               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0               ;; hehe
   $Section:                              ;; one section of the beam
      +Width:               600.0            ;; width of the section
      +Texture:            beam-saph2         ;; texture for this section
      +RGBA Inner:         0 0 255 255         ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         0 0 255 10         ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.02               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0               ;; hehe

;#############
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
I actually think I found what I was after.  Go to this thread and you'll see what it's for.  I adjusted the Zadd values and found my weapon to work quite nicely.  And though that death star weapon looks pretty cool, it is a bit too small for my needs.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
You think that's big?  Try this:

$Name: SathStarNuke
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 50, 254, 50
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass: 100.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 90.0 ;; in seconds
$Damage: 40000 ;; 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: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 20.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; 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: 64000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: GSbspcRiftExp
$Impact Explosion Radius: 70000.0
$BeamInfo:
 +Type: 0 ;; 0 - 4 are valid #'s
 +Life: 5.0 ;; how long it lasts once the beam is actually firing
 +Warmup: 21780 ;; warmup time in ms
 +Warmdown: 1200 ;; warmdown time in ms
 +Radius: 2000.0 ;; muzzle glow radius in meters
 +PCount: 0 ;; particles spewed every interval
 +PRadius: 1.9 ;; particle radius
 +PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
 +PAni: particleexp01 ;; particle ani
 +Miss Factor: 0 0 0 0 0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
 +BeamSound: 194 ;; the looping beam-firing sound
 +WarmupSound: 192 ;; associated warmup sound
 +WarmdownSound: 193 ;; associated warmdown sound
 +Muzzleglow: SathanasRiftGlow ;; 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: 6.0 ;; width of the section
 +Texture: invisible ;; texture for this section
 +RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
 +RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
 +Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
 +Zadd: 2.0 ;; hehe

Included in the SubspaceRift Sathanas mod. (Yes, Tiny Tim, you too can supernova entire starsystems!)
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Yeah, that's big, but you are using a muzleglow effect, not an actual beam.  My beam actually has a diameter of 1000 meters.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline vyper

  • 210
  • The Sexy Scotsman
Well I tried making it that size and my eyes still have blue dots on them. :D
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
I once tried making a beam with a 100000m radius but it looked pretty stupid in the game. :p :D

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
TIP: Don't make rediculous sized beams unless you've got a turret and muzzle glow big enough - look at the SBFRed on the Beta version of the SSJ Gigas, and you'll see what I mean. :)
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
*Remembers back when he made a pirahna spawn 40 helios torps.*

Silly weapons rule :D  :yes:

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Maeglamor
*Remembers back when he made a pirahna spawn 40 helios torps.*

Silly weapons rule :D  :yes:


Indeed.... wait 'till you see some of the lunacy I've created for CoW ;7

 

Offline Pera

  • Tapper
  • 28
Quote
Originally posted by Maeglamor
*Remembers back when he made a pirahna spawn 40 helios torps.*

Silly weapons rule :D  :yes:


I once made a piranha spawn 50 piranhas :D

You can probably guess the result :p
One is never alone with a rubberduck - Hitchhikers guide to the Galaxy

The Apocalypse Project

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
The size of the beams in this thread could scare small children.

 

Offline CP5670

  • Dr. Evil
  • Global Moderator
  • 212
Quote
TIP: Don't make rediculous sized beams unless you've got a turret and muzzle glow big enough - look at the SBFRed on the Beta version of the SSJ Gigas, and you'll see what I mean. :)


The game does not render anything properly beyond a certain size limit, anyway. ;) All the really big beams I tried making looked very flat and blurry. :p

Quote
I once made a piranha spawn 50 piranhas  :D

You can probably guess the result :p


I did that once as well but the game froze up after a while when too many missiles were getting on the screen. :D

One other funny thing I tried out some time ago was to replace the Piranha missile's pof with the minicap.pof file (a very low-poly Sathanas but of the same size) along with the constant spawning method. Things started to look very weird in the game. :D

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
I made the Veritech in the Robotech MOD (I work for them, see siggy) be able to carry over 200 heat-seeking Short Range missles, and fire 20 per shot (doble fire disengaged).

The cool thing is, they actually looked like something from the series, and were...gasp, balanced!

 

Offline Pera

  • Tapper
  • 28
Quote
Originally posted by CP5670
One other funny thing I tried out some time ago was to replace the Piranha missile's pof with the minicap.pof file (a very low-poly Sathanas but of the same size) along with the constant spawning method. Things started to look very weird in the game. :D


If you want to see something really freaky, make a primary weapon that is using the minicap.pof, and make it heat seeking.
One is never alone with a rubberduck - Hitchhikers guide to the Galaxy

The Apocalypse Project

  

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
that would be funny
alpha2: lead, you've got a sathanas bearing down on you, fast, and another, and another and another.
:lol:
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities