Author Topic: fighter beams  (Read 45481 times)

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Offline Bobboau

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DEUTERONOMY 22:11
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Quote
Originally posted by Bobboau
all I did was I took the targeting laser code, found the bit that said fire the beam from here then told it to repet this for each firing point


I asked because if memory serves (been a while since I played - and I've done minimal modding) the targeting laser doesn't do any damage.  So I wasn't sure if you made a mod that just looked pretty (which it does) or was actually functional....I hadn't read anything in this thread that indicated one way or the other, so I out-and-out asked.  (-:

  --TurboNed
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Offline Bobboau

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well in the table it does no damage, but if you put in some small number, like 6, it becomes supar leathal, especaly now with all baterys firing
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Setekh

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Quote
Originally posted by Bobboau
well in the table it does no damage, but if you put in some small number, like 6, it becomes supar leathal, especaly now with all baterys firing


Yep, all beams are like that... in case you didn't know, Ned, beams distribute damage by how long they are in contact with the target - measured in counts per second, or something like that...
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Quote
Originally posted by Mr. Fury
Please, someone code a cycling feature.

I am looking for similar effect like in Babylon 5: Minbari Nial and Flyer. Also, all weapons should not be shield-piercing by nature, but instead using such flag in tables to define whether it is shield-piercing weapon or not.

This feature would be useful when someone finally modifies the source to support capital ship class shield meshes (without crashing), similar to current fighter class shield meshes.


I take it you've tried to add a shield mesh to caps? What about smaller ships, like cruisers or freighters? :sigh:

 

Offline Fury

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Quote
Originally posted by _argv[-1]


I take it you've tried to add a shield mesh to caps? What about smaller ships, like cruisers or freighters? :sigh:


cap ships= cruisers, corvettes, frigates, destroyers and any larger warship

at least in my books ;)

Anyways, so far all attempts to put shields on capships have failed, FS2 crashes sooner or later. You can howewer put shields on subsystems, as bobboau(?) did with his special deimos.

 

Offline DTP

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Quote
Originally posted by _argv[-1]


I take it you've tried to add a shield mesh to caps? What about smaller ships, like cruisers or freighters? :sigh:


Lilltle rant-
is it so hard to use search functions and such.
little rant over.

I see this question popping up again and again.

I have already put a Conformed shield on The Lucifer, that will be released with the next fs1port update.("WHEN Galactic Emperor returns from real life")

www.3dap.com/hlp/hosted/fsport

this shielded ship is rock steady, i had the game run for 1-2 hours while the lucifer took no-beam bombardment from 30 fighters, 3 Destroyers, and one juggernaut. sure FPS was low at 25 on AMDk/3 400mhz, and 55 on Tbird 800mhz, but what mission would not have a slow fps with 30 fighters 3 caps and 1 jug.

Optionally you can enter the thread Lucifer shields found via the search functions. no more handing on silver plait from here. in there you will find pics from the early development stage.
« Last Edit: April 29, 2002, 08:18:03 am by 508 »
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Offline Bobboau

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I think I figured out why sheilded caps cause crashes, FS seems to expect the sheild to be entirly within the bounding box of the ship, this isn't something I just saw in the source, but something I figured throught trial and error
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

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Interesting theory Bobboau...

But then again, if it is doable, why didn't :V: use it on Shivan cap ships at least? Too huge performance loss or something?

 

Offline Bobboau

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becase they didn't want to :)
there are several medium sized capships from fs1 that have sheild meshes (mostly transports and freighters)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

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Quote
Originally posted by Bobboau

there are several medium sized capships from fs1 that have sheild meshes (mostly transports and freighters)


WHA...?! Never saw any of the freighters/transports having shields... :jaw:

 

Offline Bobboau

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there not enabled, but look at the Elisium pof
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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there is some other odd stuf in some of those older transports
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

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Quote
Originally posted by Bobboau
there not enabled, but look at the Elisium pof


I am not a modeller even though I have descent manager kit and model viewer, looking at models is beyond my interest. I trust your word on it. But then again, it would be cool if advanced shivan cap ships would have shields.

Beams ignores shields anyways, and you can always increase bombs shield piercing ability or make it shield-piercing altogether.

That would prevent simple fighters from destroying cap ships so easily. (I hate that 10% cap in cap ships resistance for fighter weapons)

 

Offline Grey Wolf

Well, on that GTBC Titan and USS Raptor models I made a while ago, there was working shields. One was classed as a corvette and the other as a cruiser and I never had problems with crashing. It did tend to have flak rip it's shields apart though....
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Offline DTP

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Quote
Originally posted by Bobboau
I think I figured out why sheilded caps cause crashes, FS seems to expect the sheild to be entirly within the bounding box of the ship, this isn't something I just saw in the source, but something I figured throught trial and error


Hmm, the shield I use on the Lucifer is bigger, not much but it is than the bounding box of the model given the hypothesis that the bounding box of the model is not larger than the most extreme points on the mesh.
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Quote
Originally posted by Setekh


Yep, all beams are like that... in case you didn't know, Ned, beams distribute damage by how long they are in contact with the target - measured in counts per second, or something like that...


I didn't.  Thanks.  (-:
"It is the year 2000, but where are the flying cars? I was promised flying cars! I don't see any flying cars. Why? Why? Why?" - [size=-2]Avery Brooks from an IBM commercial[/size]

 

Offline Scuddie

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Hello forum!
Quote
Originally posted by Bobboau
no warm up\down
it works just like the targeting laser, in fact all I did was told it to go throught and make a targeting laser for each gun point at each gun point, were it used to just say fire a laser from the first
have yet to figure out why the AI doesn't fire it
Ummm, ok well I have an idea.  I'm no C++ programmer, but I know this will be fairly easy, and it will give a more authentic version of a Beam weapon.  Look at my crappy and hard-to-understand flowchart.

1.  Pilot depresses trigger.  Go to 2.
2.  Is there enough energy to charge beam?  If yes, go to 3.  Else, go to 4.
3.  Do warmup.  Is trigger depressed again?  If yes, go to 4.  Else if abort button pressed, return energy to weapons subsys and do warmdown, else go to 2.
4.  Fire weapon for duration given (x milliseconds?), do warmdown.
warmup:  Damage + 1, Duration + 1, Radius + 1, play warmupsnd.
warmdown:  Damage = 0, duration = 0, Radius = 0, play warmdnsnd.

In english:  When the pilot presses the trigger, start creating a beam warmup, with particles, beamglow, etc.  When the pilot presses the trigger again, or if energy is depleted, fire the weapon for x number of seconds/milliseconds.  After firing, or if the pilot aborts firing, let the beam warmdown.  If aborted, the energy returns to the subsystem.  Simple, eh?
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Sorry boobies.

 

Offline Bobboau

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I'll work on that when I fix the bugs I have now
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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scuddie, just for reference we don't use 'goto's.. that's basic *shudder*
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