Author Topic: fighter beams  (Read 47060 times)

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Offline Fury

  • The Curmudgeon
  • 213
Quote
Originally posted by Shrike
And why would you need to make a 'pseudobeam' for fighters?  Sure having a focal distance to reduce damage at long range for weapons would be neat, but really...... beam and pulse.  What else can you really do?  A 'hybrid' is merely a pulse with a very long trail, which can be done as it is.


Yes, but that effect sucks. Just look at TBP Nial fighter, it does not look good.

 

Offline Shrike

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But in reality a Nial would use a true beam.  So we remove that problem.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Fury

  • The Curmudgeon
  • 213
Quote
Originally posted by Shrike
But in reality a Nial would use a true beam.  So we remove that problem.


True. I just suggested that if it could be easier to make a pulse weapon that is exactly like beam after it is fired, not ****ty looking trail or stretched pulse than modifying existing beam code and make it perfectly working (energy, AI).

 

Offline Shrike

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Well, if the TBP wants beam-firing fighters, they'd better get started on fixing all the problems, nyet? ;)
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
well I fixed the energy bug,
sort of, I need to figure out how to use the timestamp functions, it stops firing when out of energy the only thing wrong is it won't lock you out of firing it for a short delay after depleteing the reserves, but this is minor

I realy want to know why the AI won't fire these
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Offline Fozzy

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Is there some seperate AI section that you have to fill in. :)
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Offline Bobboau

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the targetting beam section is triggered in the same function for normal primary weapons
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DEUTERONOMY 22:11
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Quote
Originally posted by Bobboau
the targetting beam section is triggered in the same function for normal primary weapons


Just to remind you: Did you check the TBL to make sure that there aren't any flags on the weapon (eg, 'huge') that are telling the AI not to fire it? Also, did you try making a mission that does beam-free-all on the AI fighters carrying it?

 

Offline Bobboau

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it's the targeting laser with damage and a hit explosion, I cnaged nothing else, I'll try the beam free all, but it looks like type c beams are freed apon creation
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learn to use PCS
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DEUTERONOMY 22:11
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Offline Anaz

  • 210
Quote
Originally posted by Bobboau
it's the targeting laser with damage and a hit explosion, I cnaged nothing else, I'll try the beam free all, but it looks like type c beams are freed apon creation


can you make it so your killcount goes up when you shoot someone down with it :p
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Offline Bobboau

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I'll look into it
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learn to use PCS
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DEUTERONOMY 22:11
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Offline Alikchi

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Could you mount something like this on a capital ship?
A TRACKING continuous beam weapon I mean?
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Offline Bobboau

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well if you set the fire wait to 0 this thing will do that, I think
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Quote
Originally posted by Alikchi
Could you mount something like this on a capital ship?
A TRACKING continuous beam weapon I mean?


Type 0 beams already do this. The beam's aim is adjusted whenever the target moves.

 

Offline Alikchi

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Hmm, so it would track fighters? Continuously? Like an AAAf that doesn't "blink"?
« Last Edit: May 02, 2002, 07:25:42 am by 223 »
"Going too far and caring too much about a subject is the best way to make friends that I know."
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Quote
Originally posted by Alikchi
Hmm, so it would track fighters? Continuously? Like an AAAf that doesn't "blink"?


Correct.

 

Offline Taristin

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That sounds like one mean weapon
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Offline Sesquipedalian

  • Atankharz'ythi
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An AAA that didn't "blink" would be easy.  Just change the number of shots to one instead of three.
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Quote
Originally posted by Raa Tor'h
That sounds like one mean weapon


That's why it's used against capships. ;7

It also applies damage in the usual 'n times per second' manner, instead of once per blink on type 3 beams.

The disadvantage that type 0 beams have when compared to type 3 is that, if they miss, they miss for the entire shot, whereas type 3 beams that miss may still hit on the next blink.

Despite this disadvantage, I suspect that :V: created the type 3 beam to use as anti-fighter upon realizing that shaking a type 0 beam is pretty impossible -- once it's got you, you're going to take all of its damage unless you move out of range or duck behind something to avoid it. Outmaneuvering it simply doesn't work. Of course, outmaneuvering type 3 beams isn't exactly easy either, and they could have just toned down damage and life on a type 0 to make it a reasonably balanced anti-fighter beam.

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Quote
Originally posted by Sesquipedalian
An AAA that didn't "blink" would be easy.  Just change the number of shots to one instead of three.


It's still type 3, and it still does all of its damage at once, unlike type 0 beams which do damage continuously.