Author Topic: more annoying questions  (Read 1749 times)

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Offline --Steve-O--

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  • I might be the last man on earth to use TS3.2
more annoying questions
i've perused these pages and found dead ends.
okay question 1
has anybody found a way to crack that annoying problem of beam cannons wanting to use the default launch sound instead of custom launch sounds?

and is it possible to use a beams muzzel glow (mainly the warmup phase) of standard primary cannons?

OH and are there any good references to beam sections RGBA. i am no good at trying to figure out the colors and alphas.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Centrixo

Re: more annoying questions
R , RED
G, GREEN
B, BLUE

0-255, 0 being no colour and 255 meaning all colour.

so if you want purple.

R, 175.
G, 000.
B, 150.

something like that.

Would you like to have a piece of duct tape shoved up your arse? - 'Duct Tape man', Derelict.

"You never know what your going to find until you take a look" - Snipes, Fs2.

Terwin Castronenves:"Centrixo, your car is slow, bye bye" *zoom*.
Centrixo:*sigh!* Damn!.

 

Offline Wanderer

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Re: more annoying questions
ATM you can sort of 'crack' the issue by nulling the sound (IIRC) 124. And then include the launch sound into the actual looping beam sound (which then should have the exact same length as the beam firing. But it is hackish.

Muzzleflashes can be used with standard primaries and secondaries, but 'delayed firing' like with beam cannons is atm not possible unless you are into scripting.. and even then it wouldn't be too easy. Colors are simple red-green-blue values, if you are not too familiar with those values then something like GIMP (or just about any such proggie) can be of some use.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: more annoying questions
thanks for the reply!
i went and made a new sound, except i attatched the firing sound to the warmup sound. i thought about the loop but wasn't sure if it would sound weird. the beam itselfs actually fires in a quick 2 second pulse. i'll play with it though.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: more annoying questions
the animation code when triggered with primaries, does it activate when a gun is elected or fired? and can objects be hinged at 45 degrees relative to the hull, like having vent panels open in an X fashion along the the length of the hull rather than + ? is it restricted to certain axis ?
i have a cool in my head idea for a fighter built around a pulse beam cannon that animates.
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet

 

Offline Wanderer

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  • Mostly harmless
Re: more annoying questions
Well.. AFAIK (havent really tried all of the options) 'primary_bank' and 'secondary_bank' triggers activate when you select the weapon bank. And no its not restricted into a single axis but then you'll have to figure out the proper rotation values. 'turret firing' on the other hand works apparently only with turrets.

Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline --Steve-O--

  • 28
  • I might be the last man on earth to use TS3.2
Re: more annoying questions
so as long as the subobject axis is set properly then the animation code will animate relative to the subobjects XYZ axis and not the main hull's XYZ axis? sounds like it should work in my head
"And so they dwelled in filth, on worlds made of dirt and feces, and there they lay until they stumbled into the skies." --the Mad Prophet