Author Topic: Subspace beams  (Read 1377 times)

0 Members and 1 Guest are viewing this topic.

Would it be possible to make a huge subspace opening, but then instead of a ship coming out, a beam shoots out?
Sig censored by people with no sense of humor

 
there was something called a subspace beam on hades...  :blah:
Sig nuked! New one coming soon!

 

Offline Flipside

  • əp!sd!l£
  • 212
I suppose you could do something with scripting and a warp-model with a firing point.

 

Offline Mobius

  • Back where he started
  • 213
  • The Lightblue Ribbon
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
Or with a blip model with a beam gunpoint and the SEXP that triggers a warp...that'd be easier.
The Lightblue Ribbon | Website

Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Interesting idea.
If I was going to do this, I'd probably make a special warp cargo in FRED, make a blip model with a beam turret, trigger the warp, then fire-beam.
(´・ω・`)
=============================================================

 

Offline Mobius

  • Back where he started
  • 213
  • The Lightblue Ribbon
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
Hey, I have a better idea: a gunmounted blip armed with a special beam using the subspace effect as charge boost...I have something similar in Steadfast which works admirably. :D
The Lightblue Ribbon | Website

Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 
What about Subspace openings that absorb beams?

My idea is to have a ship with a subspace defense, so when you fire a beam at it (this probably has to be scripted), a subspace hole opens up to intercept the beam, then another subspace hole opens up and fires the beam back at the attacker.
Sig censored by people with no sense of humor

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Sounds a lot like the Vong in the SW books with their Dovin Basals.
Gravity well that effectively ate the incoming laser.

Maybe make it a variation of flak?
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
For the beam-absorber, you'd have to make the subspace vortex a ship that will appear, take the beam, then vanish...
This will only really ever work if your battle is completely scripted with fire-beam.
(´・ω・`)
=============================================================

 

Offline Mobius

  • Back where he started
  • 213
  • The Lightblue Ribbon
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
Not exactly. All you need is to do is:

- Set the subspace effect as impact effect of the beams;

- Make sure that the beam won't inflict any damage. In order to do this, use armor.tbl and make changes to the beams' table entry in weapons.tbl...I'd suggest using the "multiplicative: 0.0" calculation;

- Enjoy!
The Lightblue Ribbon | Website

Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 

Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
But what if the beam doesn't hit the ship that has that property? (What if something gets in the way or it misses)

 

Offline Mobius

  • Back where he started
  • 213
  • The Lightblue Ribbon
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
In that case you should adapt the armor.tbl and the weapons.tbl to any occurrence to prevent the damage...

In case a different target is hit, well, I don't know...try to design the mission to prevent that...
The Lightblue Ribbon | Website

Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
If you set the beam damage to zero and such...there would be issues if the player (or another fighter) 'accidentally' flies into the beam. It'd look strange, to say the least.
(´・ω・`)
=============================================================

 

Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
It could probably be done using scripting, possibly using the conditional hook for weapon-ship impacts.

* Aardwolf has gotten an idea just now, and will post it in the SCP board...

 

Offline Mobius

  • Back where he started
  • 213
  • The Lightblue Ribbon
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
If you set the beam damage to zero and such...there would be issues if the player (or another fighter) 'accidentally' flies into the beam. It'd look strange, to say the least.

But the damage is 0 only when the beam hits a certain ship. That's why you need armor.tbl to make this beam work.
The Lightblue Ribbon | Website

Inferno Series: Inferno: Nostos - Inferno: Alliance
FSCRP Contributions: Aftermath - Deep Blood - Warzone
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

  

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Actually, wouldn't the warp effect still appear on your fighter (but you'd just be vaporized?)
(´・ω・`)
=============================================================