Author Topic: Beam Section problem  (Read 1187 times)

0 Members and 1 Guest are viewing this topic.

Offline Molaris

  • 27
Beam Section problem
I started getting this error when I added the Amaterasu's beam weapons to my table. For some reason, even though it had 3 sections, FS2 said it had too many. Now that I tried re-working the beams to have the stats and info from Blue Planet beams, I'm STILL getting the error. Is there something I'm missing?!? here's the coding for the 1 of the re-worked beams. it has 5 layers (the max), but I'm still getting the error message and it's really ticking me off.

Code: [Select]
$Name: LRBBlue

$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 88, 176, 249
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass:                          100.0
$Velocity:                      2900.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     40.0 ;; in seconds
$Damage:                        2000 ;; 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:                      35.0 ;; How long this thing lives
$Energy Consumed:               0.40 ;; 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: 10000 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "supercap")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       180.0
$BeamInfo:
+Type: 0
+Life:   3.0
+Warmup:   4100
+Warmdown: 5150
+Radius:   199.0
+PCount: 50
+PRadius: 1.4
+PAngle: 60.0
+PAni: particle_Blue
+Miss Factor: 0.2 0.3 0.4 1.0 1.6
+BeamSound: 148
+WarmupSound: 162
+WarmdownSound: 163
+Muzzleglow: BlueBeamGlow2   
+Shots: 0
+ShrinkFactor: 0.1
+ShrinkPct: 1.8
$Section:
+Width: 70
+Texture: Beam-BlueA
+RGBA Inner: 0 0 0 255
+RGBA Outer: 0 0 0 200
+Flicker: 0.5
+Zadd: 4.0
$Section:
+Width: 140
+Texture: beam-white3
+RGBA Inner: 0 0 0 220
+RGBA Outer: 0 0 0 180
+Flicker: 0.45
+Zadd: 3.0
$Section:
+Width: 155.0
+Texture: beam-dblue2
+RGBA Inner: 0 0 0 180
+RGBA Outer: 0 0 0 0
+Flicker: 0.4
+Zadd: 2.0
$Section:
+Width: 170.0
+Texture: BBlueHaze3
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.2
+Zadd: 3
+Tile Factor: 19, 1
+Translation: -15
$Section:
+Width: 300.0
+Texture: BlueFade
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.35
+Zadd: 1
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Beam Section problem
Check if you don't have a .tbm with this beam. IIRC, by default, it'll add sections rather than override them.

  

Offline Molaris

  • 27
Re: Beam Section problem
that seemed to be the problem. thank you Dragon.
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-