Author Topic: can Anyone make weapons for me?  (Read 24937 times)

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Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
Lamprey-like subsystem disruptor. Fires invisible bolts but with particle spew. Its refire rate is so high that it can disable even fighters.

Code: [Select]
$Name:                                  Mekhu SDG ;;      the anti-subsystem weapon
+Title:                                 XSTR("GTW Mekhu SDG", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title:     XSTR("GTW Mekhu SDG", -1)
+Tech Anim:     Tech_Akheton_SDG
+Tech Description:
XSTR("Though the Akheton SDG was effective, its high cost and energy made it more effective to decomission the weapon and replace it with these far cheaper cannons. Though it has decreased effectiveness, it drains only one third of the energy the Akheton SDG consumed and also boasts a far higher refire rate. The Mekhu SDG fires a high-intensity burst of ion particles to disrupt ship subsystems and shields.", -1)
$end_multi_text
$Model File: none ;  laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow:    noglow
@Laser Color:    150, 150, 150
@Laser Color2:    150, 150, 150
@Laser Length: 0.8
@Laser Head Radius: 0.8
@Laser Tail Radius: 0.8
$Mass:                                 0.2
$Velocity:                             600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.08                             ;; in seconds
$Damage:                               13                               ;; Note, as a puncture weapon, hull damage is reduced by 75%.  Base amount done to subsystems.
$Armor Factor: 0.0
$Shield Factor: 0.8
$Subsystem Factor: 1.0
$Lifetime:                             1.0
$Energy Consumed: 0.2 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            83                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Flags:                                ( "in tech database" "player allowed" "Puncture" "particle spew" )
$Icon:                                 iconScalpel
$Anim:                                 Scalpel
$Impact Explosion: none

 
Re: can Anyone make weapons for me?
can you do a red, slow and weak Morning Star

 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
Re: can Anyone make weapons for me?
Out of curiosity, how's your mod going?

 

Offline Pieolence

  • 22
  • Knight of the weapons.tbl
Re: can Anyone make weapons for me?
Okay, but it seems to me that you just want recolored things, with different firing speeds, damages, et cetera... personally I think you should aim for uniqueness, and describe to us what you want the unique thing about the weapon to be like... (for instance, the Jaegers eccentrically long range), but oh well... here you go...

Code: [Select]
$Name:                                  Club ;;      the anti-subsystem weapon
+Title:                                 XSTR("Club", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title:     XSTR("Club", -1)
+Tech Anim:     Tech_Akheton_SDG
+Tech Description:
XSTR("The club is the latest and greatest morning star*.  It requires more energy, but does more** damage. *: Your opinion may vary.  **: less is the new more.  After all, isn't more energy consumption and less damage the reason the GTVA chose the Morning Star over the Flail in the first place?", -1)
$end_multi_text
$Model File: laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow:    noglow
@Laser Color:    255, 0, 0
@Laser Color2:    255, 0, 0
@Laser Length: 0.8
@Laser Head Radius: 0.8
@Laser Tail Radius: 0.8
$Mass:                                 2.0
$Velocity:                             800
$Fire Wait:                            0.15                             ;; in seconds
$Damage:                               10                               ;; Note, as a puncture weapon, hull damage is reduced by 75%.  Base amount done to
$Armor Factor: 0.2
$Shield Factor: 0.8
$Subsystem Factor: 0.0
$Lifetime:                             2.0
$Energy Consumed: 5.0
$Cargo Size: 0.0
$Homing:                               NO
$LaunchSnd:                            83                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Flags:                                ( "in tech database" "player allowed"  )
$Icon:                                 iconScalpel
$Anim:                                 Scalpel
$Impact Explosion: none

In case you haven't already noticed I just copied the last post, the Mekhu SDG one, and modified it a lot, since i don't have a weapons.tbl on hand right now (but a knight of the weapons.tbl can fight without a weapon, and just use a normal table, like a coffee table, or dining room table, right?).  I also decided that submitting other weapons from my campaign/mod might be a spoiler (though it will probably never be finished, and I'll probably just make a big battle map with all the ships and weapons)...

for the bomb you need (I am editing this post because I already posted not too long ago):

Code: [Select]
$Name:                                  Green Water Balloon ;;      the anti-subsystem weapon
+Title:                                 XSTR("Green Water Balloon", -1)
+Description:
XSTR(
"Tactical Weapon
Subsystem Disruption", -1)
$end_multi_text
+Tech Title:     XSTR("Green Water Balloon", -1)
+Tech Anim:     Tech_Akheton_SDG
+Tech Description:
XSTR("The Green Water Balloon is a balloon filled with water, it is supposed to distract escorters who are destroying any bomb that approaches the vessel they are guarding...", -1)
$end_multi_text
$Model File: laser1-1.pof
@Laser Bitmap: noglow
@Laser Glow:    noglow
@Laser Color:    0, 255, 0
@Laser Color2:    0, 255, 0
@Laser Length: 5.0
@Laser Head Radius: 5.0
@Laser Tail Radius: 5.0
$Mass:                                 5.0
$Velocity:                             50.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            5.0                             ;; in seconds
$Damage:                               1                               ;; Note, as a puncture weapon, hull damage is reduced by 75%.  Base amount done to
$Blast Force:                       1000
$Inner Radius:                        5
$Outer Radius:                      666
$Shockwave speed:              0.1
$Armor Factor: 0.0
$Shield Factor: 0.0
$Subsystem Factor: 0.0
$Lifetime:                             20.0
$Energy Consumed: 0.0
$Cargo Size: 5.0
$Homing:                               NO
$LaunchSnd:                            83                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
$Flags:                                ( "in tech database" "player allowed"  "bomb")
$Icon:                                 iconScalpel
$Anim:                                 Scalpel
$Impact Explosion: none

This is a copy and paste of the previous weapon, only modified a lot...

edit: oh, and you wanted the club thing to be slow as well, okay, I'll change the velocity from 1,000 to 0.1 (never mind, I thought that that might be going a little... overboard, so I just changed it to 800, though you can always change it to 0.1 if you want), basically these weapons were my idea of jokes, rather than serious weapons.
« Last Edit: January 20, 2008, 01:50:11 pm by Pieolence »
Favorite weapon: Violent Pie gun (not because it is useful, but because it is... interesting).
Current project I am working on for my mod (which will more likely than not, never be finished): Tank test map 2 (you aren't actually a tank, but more of a manned turret/ manned powerhouse)...
Oh, and don't tell anyone this, but I am not actually a "Knight of the Weapons.tbl", no, I am more of a "Page of the Weapons.tbl"

 
Re: can Anyone make weapons for me?
Out of curiosity, how's your mod going?
ok

I need a bomb.
« Last Edit: January 20, 2008, 03:36:07 am by james777 »

 
Re: can Anyone make weapons for me?
There was the bomb I posted in the other thread, but I think I should lay off for now and make the rest a surprise. (not that you haven't seen some of them in my older releases, but they've been tweaked since then. :P)

 
Re: can Anyone make weapons for me?
I need a alien weapon.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: can Anyone make weapons for me?
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: can Anyone make weapons for me?
I need some alien lasers and a alien beam.

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
For which race?

Be more specific please. As in, color, power, for whom, etc.

 
Re: can Anyone make weapons for me?
i'm going to make a new race. They will have hi power guns

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
So what color guns? Can I have a few screenshots...?

 
Re: can Anyone make weapons for me?
white

they will fly Shivan ships

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
Rather strange, this one. Not very "pretty" since it had to be white, but it's pretty cool. It fires lots of beams very quickly, some at the same time, to make it look cool. It does a fair bit of damage too.

Code: [Select]
$Name:                          KWhite
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 250, 250, 250
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass:                          200.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     1.0            ;; 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:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$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: 4000 ;; 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:       50.0
$BeamInfo:
+Type: 1 ;; 0 - 4 are valid #'s
+Life:   1.0 ;; how long it lasts once the beam is actually firing
+Warmup:   500 ;; warmup time in ms
+Warmdown: 250 ;; warmdown time in ms
+Radius:   100.0 ;; muzzle glow radius in meters
+PCount: 0 ;; particles spewed every interval
+PRadius: 0.0 ;; 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: 179 ;; the looping beam-firing sound
+WarmupSound: 150 ;; associated warmup sound
+WarmdownSound: -1 ;; associated warmdown sound
+Muzzleglow: 2_laserglow03 ;; 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: 12.0 ;; 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: 6.0 ;; hehe
$Section: ;; one section of the beam
+Width: 65.0 ;; width of the section
+Texture: beam-white3 ;; 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: 6.0 ;; hehe

 
Re: can Anyone make weapons for me?
I need a human beam and some alien Primaries

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
What type of beam?

 
Re: can Anyone make weapons for me?
just a Normal orange beam

 

Offline Pieolence

  • 22
  • Knight of the weapons.tbl
Re: can Anyone make weapons for me?
In all seriousness, here is a (serious) bomb and an alien primary weapon...

Code: [Select]
; Cyclops II
;
$Name:                                 Cyclops II
+Title:                                XSTR("Cyclops II", 3381)
+Description:
XSTR(
"Special Issue
Anti-Cruiser Bomb
Non-Conventional Warhead
", 3382)
$end_multi_text
+Tech Title:    XSTR("Cyclops II", 3383)
+Tech Anim:    Tech_Cyclops
+Tech Description:
XSTR(
"The Cyclops II is an improvement over the first cyclops.  Its damage is the same, but it moves faster and has a shorter wait in between shots...", 3384)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 120.0
$Fire Wait: 15.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:                                                        2000                                                                                                    ;; damage

applied when within inner radius
$Blast Force: 1000.0
$Inner Radius: 100.0 ;; radius

at which damage is full (0 for impact only)
$Outer Radius: 200.0 ;; max

radius for attenuated damage (0 for impact only)
$Shockwave Speed: 80                                        ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.5 ;; reduced from 1.0 to 0.5 by MikeK on 8/28/99.  Player shooting one down

would often blow out player's subsystems.
$Lifetime: 25.0 ;;

temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 12.0
$Homing: YES
+Type:                              ASPECT ;; Legal: HEAT, ASPECT
+Turn Time:                         1.0
+Min Lock Time: 5.0 ;; Minimum

lock time (in seconds)
+Lock Pixels/Sec: 35 ;;

Pixels moved per sec while locking
+Catch-up Pixels/Sec: 70 ;; Pixels

moved per sec while catching up
+Catch-up Penalty: 12 ;;

Extra pixels to move after catching up
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5                                       ;; Width of trail nearest missile
+End Width: 1.75                                      ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life:                          1.5                                       ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to

draw trail

$Icon:                                 iconbelial
$Anim:                                 belial
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius: 15.0

Code: [Select]
; Nagant
;
$Name:                                  @Nagant
+Title:                                 XSTR("Nagant", 3250)
+Description:
XSTR(
"Standard Issue
Heavy Hull Damage
Low Shield Damage", 3251)
$end_multi_text
+Tech Title:     XSTR("Nagant", 3252)
+Tech Anim:     Tech_Mekhu_HL-7
+Tech Description:
XSTR(
"All information is classified level... err... one level higher than whatever level of information you are currently able to access...", 3253)
$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: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 255, 200, 0
@Laser Color2: 55, 0, 0
@Laser Length: 6.0
@Laser Head Radius: 0.50
@Laser Tail Radius: 0.30
$Mass: 0.1
$Velocity: 1500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.66 ;; in seconds
$Damage: 66
$Armor Factor: 1.0
$Shield Factor: 0.6
$Subsystem Factor: 0.6
$Lifetime: 0.3 ;; How long this thing lives
$Energy Consumed: 0.5 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$FOF: 0.05

okay, now it is no longer level beta...

edit: if you were wondering why it was classified in the first place, it was because I am using it in my mod, and I didn't want to say anything about it, since I don't want to spoil anything.  The reason it was classified level beta is a reference to my mod (which will have multiple different campaigns, in which you play on different sides, to make it nothing like any of the cliche high-contrast good vs evil, black vs white, pie vs cake, George Bush vs George Bush's evil twin, Rebels vs The Empire, yada yada yada...; one of these sides doesn't trust you at all [I'm going to try to make it be in a very comedic way, as I am trying to make the campaigns funny, but not so funny you are laughing to the point where you too busy laughing to aim at anything...], and that side has the Nagant [the Nagant is, if I remember correctly, the name of a Russian hand-gun, a very obscure reference to War of the Worlds, which, according to what I've read about it, symbolizes the Russians as the aliens; don't worry, I'll try to make sure that the humor that is in the mod is funnier...).
« Last Edit: March 02, 2008, 05:42:04 pm by Pieolence »
Favorite weapon: Violent Pie gun (not because it is useful, but because it is... interesting).
Current project I am working on for my mod (which will more likely than not, never be finished): Tank test map 2 (you aren't actually a tank, but more of a manned turret/ manned powerhouse)...
Oh, and don't tell anyone this, but I am not actually a "Knight of the Weapons.tbl", no, I am more of a "Page of the Weapons.tbl"

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: can Anyone make weapons for me?
Just so that you know, if it's classified level Beta that means that only people under the age of 9 cannot view it.

 

Offline Pieolence

  • 22
  • Knight of the weapons.tbl
Re: can Anyone make weapons for me?
Oh, I didn't know that was what Classified Level Beta meant.  No I meant that only people in wings beta-omega can know what it is...
Favorite weapon: Violent Pie gun (not because it is useful, but because it is... interesting).
Current project I am working on for my mod (which will more likely than not, never be finished): Tank test map 2 (you aren't actually a tank, but more of a manned turret/ manned powerhouse)...
Oh, and don't tell anyone this, but I am not actually a "Knight of the Weapons.tbl", no, I am more of a "Page of the Weapons.tbl"