Originally posted by TrashMan
Actually, I tried it a allready. I used the STiny from the SB Vindyachal and the game chrasches if I put it under player weapons....
Try This:
$Name: Reaper
+Title: XSTR("Reaper Beam Cannon", -1)
+Description:
XSTR(
"Extreme Energy Usage
Level 10 Hull Damage
Level 8 Subsystem Dammage
Pierces Shields", -1)
$end_multi_text
+Tech Title: XSTR("Reaper Beam Cannon", -1)
+Tech Anim: Tech_GTW_UD-8_Kayser
+Tech Description:
XSTR(
"The Reaper is the first encountered directed beam weapon designed excusively as the primary weapon on a sub-cruiser combat vessel. This weapon appears to be designed to be used by the new Shivan Vindhyachal super-bomber. All other data is classified.", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 4.0
$Velocity: 1000.0
$Fire Wait: 0.05
$Damage: 45
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0
$Energy Consumed: 9.5
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: -1
$ImpactSnd: 88
+Weapon Range: 1500
$Flags: ( "player allowed" "stream" "huge" "beam" )
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 2 ;; 0 - 4 are valid #'s
+Life: 0.05 ;; how long it lasts once the beam is actually firing
+Warmup: 0 ;; warmup time in ms
+Warmdown: 0 ;; warmdown time in ms
+Radius: 3.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0.0 ;; particle radius
+PAngle: 0.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 6.0 5.0 4.0 3.0 1.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 179 ;; the looping beam-firing sound
+WarmupSound: -1 ;; associated warmup sound
+WarmdownSound: -1 ;; associated warmdown sound 189
+Muzzleglow: beamglow4 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what
+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: 2.0 ;; width of the section
+Texture: beam-red ;; 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: 8.0 ;; 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: 6.0 ;; width of the section
+Texture: beam-white ;; 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
It's kinda an old WIP of mine. It may not be great, but it should work.