Author Topic: Fighter Beams  (Read 2834 times)

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Offline Krackers87

  • 158 crew
  • 29
how do you put beam cannons on fighters with fred open
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

  
Search is your friend, M'kay?

oh, and someone will Beam you in a while...I would but I don't have the link to the welcome beam.

Enjoy your stay!

Cor

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
you don't,
it's done in the tables, just treat you're fighter beam as you would any normal weapon
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Gunnery control, commence plasma injection!
:cool: :D
-C

 

Offline Krackers87

  • 158 crew
  • 29
dammit how do you do it in the tables

and whats welcome beam?
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
the welcom beam is tradition, and in order to explane what you need to do to get fighter beams I need to know what you're level of moding is,
do you know how to edit tables?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
I'm sure that you'll want an explanation of HOW it's done, but to get you having fighter beams quickly, stick this lot in your weapons.tbl

I usually stick it under the UD-8 Kayser. :)

Code: [Select]

; ----------------------------------------------------------------------------------
; Beam Laser
;
$Name:                                  @Beam Laser
+Title:                                 XSTR("Beam Laser", -1)
+Description:
XSTR(
"", -1)
$end_multi_text
+Tech Description:
XSTR(
"", -1)
$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: newglo6
@Laser Color: 190, 150, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Mass:                          0.2
$Velocity:                      450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     0.2 ;; in seconds
$Damage:                        5
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime:                      0.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     82 ;; The sound it makes when fired
$ImpactSnd:                     27 ;; The sound it makes when it hits something
$Flags:                         ("player allowed" "beam")
$Icon:                                 iconKayser
$Anim:                                 Kayser
$Impact Explosion: none
$BeamInfo: ;; for beam_lite beams - we don't have any associated warmup or warmdown
+Type: 2 ;; 0 - 4 are valid #'s
+Life:   0.0 ;; how long it lasts once the beam is actually firing
+Warmup:   0 ;; warmup time in ms
+Warmdown: 0 ;; warmdown time in ms
+Radius:   1.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0 ;; particle radius
+PAngle: 0.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 0.0 0.0 0.0 0.0 0.0 ;; magic # - higher == miss more (1 for each skill level)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 0 ;; associated warmup sound
+WarmdownSound: 0 ;; associated warmdown sound
+Muzzleglow: thrusterglow01 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 0.5 ;; width of the section
+Texture: beam-white ;; 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
$Section: ;; one section of the beam
+Width: 0.75 ;; width of the section
+Texture: beam-yell2 ;; 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: 1.0 ;; width of the section
+Texture: beam-yell ;; 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


For those who care, this is an old version of a weapon that has been DRAMATICALLY changed. But it still works.......I hope.....:nervous:
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline JC128

  • 26
I just added damage to the targeting beam, im lazy :nod:
Veni Vidi Vici

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
Simple, but....

BORING!!![/b] :D:D:D
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline JC128

  • 26
Agreed it wasn't much of a challenge that way :p
Veni Vidi Vici

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
Well, it's a start.

Once you've got the basics, you can create whole new weapons!
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline Krackers87

  • 158 crew
  • 29
Quote
Originally posted by Bobboau
the welcom beam is tradition, and in order to explane what you need to do to get fighter beams I need to know what you're level of moding is,
do you know how to edit tables?


on 1-10 id say 7.5
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
I juist need to know if I need to explain how to get the tables and all that good stuff, or if you know how to do that already
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together