Author Topic: Negative weapons- Weapons that recharge, and/or repair  (Read 2758 times)

0 Members and 1 Guest are viewing this topic.

Offline IronBeer

  • 29
  • (Witty catchphrase)
Negative weapons- Weapons that recharge, and/or repair
Quick question- I'm playing with .tbls and an idea struck me: "What if I made a secondary weapon that functioned in much the same way as a disposable energy cell? Players could load these cells in place of a missile, and be able to recharge a portion of their laser energy."

However, it would seem that simply setting the "energy used" field to negative on a secondary weapon has no effect. Is there any way to make a secondary weapon give back energy in some fashion, either on launch, on impact, or upon collision with the blast? If there's a way to do this, I'd really like to know.

Oh, on a related note, I'd wager that a method that makes "recharging" possible may make "repair beam" weapons possible as well. Would this be the case?

(Edit- Title)
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline Topgun

  • 210
Re: Negative weapons- Weapons that recharge, and/or repair
you can make weapons that recharge your energy, they are great when paired with a gun that uses a lot of energy. you can also make a gun that heals, the problem is that the ai will still act like you are attacking them.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Negative weapons- Weapons that recharge, and/or repair
Hmm...that'd be a pretty cool idea.
How'd you get energy recharge to work?
I'm thinking that it'd have to be an ammo-based primary weapon as secondaries don't mess with power.
(´・ω・`)
=============================================================

 

Offline Topgun

  • 210
Re: Negative weapons- Weapons that recharge, and/or repair
negative energy consumption. its worked since retail, lol.

 

Offline IronBeer

  • 29
  • (Witty catchphrase)
Re: Negative weapons- Weapons that recharge, and/or repair
I'm thinking that it'd have to be an ammo-based primary weapon as secondaries don't mess with power.
Ah.... see, that's the thing. I want it to be a secondary weapon, as a trade-off for missiles.
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Negative weapons- Weapons that recharge, and/or repair
Hm...would making a shockwave that does negative shield damage recharge a quadrant of your shields?
(Make it remote-detonating, of course, so you can blow it up right near yourself)

I say one quadrant because apparently a shield-stripping (as in 9000+ shield damaging) only strips off one quad :(
(´・ω・`)
=============================================================

  

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Negative weapons- Weapons that recharge, and/or repair
all that would be needed is a weapon flag to tell ai that theyre being repaired.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Sushi

  • Art Critic
  • 211
Re: Negative weapons- Weapons that recharge, and/or repair
you can make weapons that recharge your energy, they are great when paired with a gun that uses a lot of energy. you can also make a gun that heals, the problem is that the ai will still act like you are attacking them.

I thought I tried this once and it didn't work for me...  :confused:

I was trying to make a "subsystem repair" gun.

 

Offline Topgun

  • 210
Re: Negative weapons- Weapons that recharge, and/or repair
I, personally, have only tried weapons with negative energy consumption, but I recall others making guns that can heal other ships, but, like I said, the only problem was that the ai considered it an attack.

 

Offline IronBeer

  • 29
  • (Witty catchphrase)
Re: Negative weapons- Weapons that recharge, and/or repair
Ok, I've ran a few more tests, and here are the results-

Secondary weapons do not affect weapon or afterburner energy at all.

I'm now trying to create a sort of "instantly-exploding cluster bomb" that could hit the player with a bolt of "recharge laser", but I can't seem to make a secondary spawn any primaries. Whenever I set a secondary weapon to create a bolt of primary fire, I just get a generic "HL-7" looking bolt that doesn't seem to do anything. Is there any way to spawn primary weapons through the firing of a secondary?  :confused:

@Droid- This method of "blanketing" the player in explosions could get recharge across all shield quadrants, providing you hit the player fairly evenly.
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline Topgun

  • 210
Re: Negative weapons- Weapons that recharge, and/or repair
only a primary weapon can recharge energy.

 

Offline IronBeer

  • 29
  • (Witty catchphrase)
Re: Negative weapons- Weapons that recharge, and/or repair
only a primary weapon can recharge energy.
Indeed. I've found that flak weapons can cause recharge even through their blasts.

Now, this is the last method I can think of- is there any way to spawn primary weapon shots from a secondary weapon. I've tried setting primaries as the children for a missile, but they don't seem to function properly. I just want to exhaust all avenues of approach before deciding that secondary "energy cells" are an impossibility.
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline Qent

  • 29
Re: Negative weapons- Weapons that recharge, and/or repair
Primaries can be set to detonate prematurely with Detonation Range, though I haven't tried it with child primaries. I think in general child primaries should work.

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Negative weapons- Weapons that recharge, and/or repair
Negative mass / blast force weapons can be amusing.

 

Offline IronBeer

  • 29
  • (Witty catchphrase)
Re: Negative weapons- Weapons that recharge, and/or repair
Primaries can be set to detonate prematurely with Detonation Range, though I haven't tried it with child primaries. I think in general child primaries should work.
I am managing to get child primaries to work for the most part, but some aspects seem to be misbehaving. Flak as a child doesn't seem to detonate, thus negating the usefulness of that solution.

The only other solutions I could think of revolve around directing a recharging bolt back at the player. This would have to be done at least as a secondary munition. I know there's a "spawn cone" field for secondary munitions, can that be set to direct a child back down the original line of approach?

And the other method would be as follows: Synaptic-type secondary detonates right on top of the player and launches a suitable number of child munitions in all directions. Each child munition would then saturate the area with tertiary recharging weapon bolts; the tertiary munitions would need to have their ranges carefully manged...

C'mon, there's gotta be a way (no matter how convoluted) to make a secondary weapon ultimately recharge gun energy!
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Negative weapons- Weapons that recharge, and/or repair
What about creating a dummy secondary and just using an event to do the recharge?  Something like

when
-->secondary-fired-since
-->set-shield-energy
----> +
------->shield-recharge-percentage
-------> whatever the rechared is
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Qent

  • 29
Re: Negative weapons- Weapons that recharge, and/or repair
Have you tried a detonating non-flak primary?