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- FreeSpace 1/2 MODs Discussion (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=40)
-- problems with beams (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=9030)


Posted by Krackers87 on 05-31-2003 02:10 AM:

problems with beams

it seems for some reason no matter what i change in the tables i cant get a ship to fire a beam over 4k or 6k whatever the longest beams range is. Could this be something with the ai? How could i fix this? I also want to do this with other projectiles. (to create the illusion of planetary defense)

Also i need to figure out how to make a deep purple beam a completely white besm and a turqouise beam. I change the color values, the RGB values, and all i got was a purple, white or turqouise reflection of the ship but the beam was still the original color. Also how could i do this with other colors in the future.

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Posted by Black Wolf on 05-31-2003 06:35 AM:

The range issue I don;t know aout, but for the beam colours you need to change the colours of the .pcx image files that the beams use. You can extract the appropriate ones (the names are in ships.tbl) with vp view from sparky.vp, in the effects folder. Then just save them as differently named files in data\effects and change the names of the files the beams use in your tabe.

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Posted by Krackers87 on 05-31-2003 06:12 PM:

thats great but my main problems are beams

anybody else know how?

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Posted by Deathstorm on 06-01-2003 05:24 PM:

Easy enough:

Go to the beam sections and change beam-green (or whatever) to:

beam-purple (for purple)
beam-white (White)
beam-blue (turqouise)

beam-purple and -blue have a second type: beam-purple/blue2 - beam-white has 2 and 3. Adjust RGB to match you new colours in all sections.

As for long range beams, use the "fire beam" sexp.

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Posted by Krackers87 on 06-19-2003 01:54 AM:

that might make it hard for the sniper cannon (AAF beam with a 30km distance)

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Posted by Sesquipedalian! on 06-21-2003 06:50 PM:

quote:
Originally posted by Krackers87
that might make it hard for the sniper cannon (AAF beam with a 30km distance)
Change the bold bit:
code:
$Name: S-AAA-Weak
$Model File: none
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass: 100.0
$Velocity: 1000.0
$Fire Wait: 5.0
$Damage: 5
$Armor Factor: 1.3
$Shield Factor: 3.0
$Subsystem Factor: 1.0
$Lifetime: 60.0
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 124
$ImpactSnd: 88
+Weapon Range: 1500
$Flags: ("Big Ship" "beam" )
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$BeamInfo:
+Type: 3
+Life: 3
+Warmup: 500
+Warmdown: 1000
+Radius: 10.0
+PCount: 15
+PRadius: 1.2
+PAngle: 65.0
+PAni: particleexp01
+Miss Factor: 6.0 5.0 4.0 3.0 1.5
+BeamSound: 121
+WarmupSound: 122
+WarmdownSound: 123
+Muzzleglow: thrusterglow01
+Shots: 3
+ShrinkFactor: 0.0
+ShrinkPct: 0.0
$Section:
+Width: 1.0
+Texture: beam-red
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
$Section:
+Width: 3.0
+Texture: beam-red2
+RGBA Inner: 160 160 0 255
+RGBA Outer: 60 60 0 10
+Flicker: 0.1
+Zadd: 1.0
$Section:
+Width: 4.5
+Texture: beam-white
+RGBA Inner: 255 0 0 255
+RGBA Outer: 60 0 0 10
+Flicker: 0.5
+Zadd: 0.0

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Posted by hayabusa on 06-23-2003 09:46 AM:

Well I started to think a bit about it and I`ll try on my own with increasing the beam range. Effectivness of fire would be probably low, especially if the target is small.
Well I have just a bit of time and some thing that should be finished off with the FRED 2 so I`ll see.

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Posted by Sesquipedalian! on 06-24-2003 12:09 AM:

Actually, distance has nothing to do with accuracy for beams. Only the +Miss Factor bit affects that.

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Posted by Krackers87 on 06-29-2003 08:40 PM:

i got a 90km beam to auto target at 32km

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Posted by Neuling on 07-01-2003 03:56 AM:

Sathanas beam?


Posted by Krackers87 on 07-12-2003 01:42 AM:

....no...

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