VWBB Pages (2): [1] 2 »
Show all 22 posts from this thread on one page

VWBB (https://volitionwatch.game-warden.com/vwbb/index.php)
- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- Too bad we can't have this in TBP (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=4463)


Posted by pera on 10-30-2001 08:20 AM:

Unhappy Too bad we can't have this in TBP

http://www.tgu.org.uk/Forum/ubb/Forum24/HTML/001041.html

I'm so happy that I also have Homeworld!


Posted by mobvekhar on 10-30-2001 02:42 PM:

You mean the power up effect from the Excalibur's main beam cannon?

__________________
"Collision Alert, Collision Alert"


Posted by IceFire on 10-30-2001 02:44 PM:

Well....we're looking at some ideas....but its not terribly promising.

__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]


Posted by Assassin on 10-30-2001 05:40 PM:

Can this not be done by having three turrets fixed to a point infront of the main gun, and having an event have them fire to that point. Then have the main fire point beam form there and shoot out?

__________________
You become what you love or hate.


Posted by Phantom on 10-30-2001 06:01 PM:

Is that mod for the original Homeworld, or is it for Cataclysm?
Not that it really matters, I guess - I have them both - I'm
just curious.


Posted by pera on 10-30-2001 06:02 PM:

quote:
Originally posted by Assassin
Can this not be done by having three turrets fixed to a point infront of the main gun, and having an event have them fire to that point. Then have the main fire point beam form there and shoot out?


No. It would require too much timing, and don't forget that those "feeder" beams should actually hit something to stop. So if you would do this those 3 beams would just shoot straight through the "forming point".

Of course you could add an invisible point to the model where it would shoot, but I don't think you can make a ship shoot a beam at itself.

If it would be just a small invisible ball, it would stop the beams allright, but it would require an amazing amount of mission tweaking, so it wouldn't work.So what do we have, no chance whatsoever.



I have made a weapon that works like the one described above(ie. 4 mjollnirs shoot a beam at an invisible ball in the middle of them, and then the ball shoots a real bigass beam at the enemy.

BUT, this weapon didn't have any moving ships in it, and it took about 4 years to tweak the mission so that it worked.

And phantom: Original HW.


Posted by mobvekhar on 10-30-2001 06:15 PM:

How about the Targeting Lasers I hear about? couldn't that work?

__________________
"Collision Alert, Collision Alert"


Posted by pera on 10-30-2001 07:07 PM:

quote:
Originally posted by mobvekhar
How about the Targeting Lasers I hear about? couldn't that work?


I don't excatly understand what you mean, but we know that AI doesn't know how to use the targeting laser, so that's it.


Posted by mobvekhar on 10-30-2001 08:15 PM:

Well, I read that there's a Shivan Targeting Laser in the original FS2 weapons table

__________________
"Collision Alert, Collision Alert"


Posted by pera on 10-30-2001 08:40 PM:

quote:
Originally posted by mobvekhar
Well, I read that there's a Shivan Targeting Laser in the original FS2 weapons table


*sigh* I just said, YES, there is a weapon called targeting laser, and NO, ai doesn't know how to use it.

And BTW as a weapon it sucks anyway, it was more like a feature that was supposed to be in the game, but was dropped out in the last minute.

Just like the infamous "too close to planet" thing.


Posted by NiceTry on 10-30-2001 11:57 PM:

yeah, tried the targeting laser yesterday. It really sucks

__________________
"Only one human captain has ever survived battle with a Minbari fleet, he is behind me, you are in front of me" , Delenn


Posted by Edwin on 10-31-2001 12:22 AM:

quote:
Originally posted by pera


those "feeder" beams should actually hit something to stop. So if you would do this those 3 beams would just shoot straight through the "forming point".


You could just make the range of the "feeder" beams the distance from the "firing point" to the "forming point"

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by Edwin on 10-31-2001 12:50 AM:

YAY I AM MURDOCK !!!!!!!!! Just Keep B.A. Away from me!!

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by Triggy on 10-31-2001 01:02 AM:

Yay, may I say congratulations [sarcasm mode off].

No, seriously, it's actually strangely enjoyable getting to Murdock, etc. in that we can say that we have contributed a certain amount ot the group as a whole. I know there are people out there who have way more posts but all I can say is that you have to start somewhere.

As for the targeting laser - Firstly can you have three firing at once? Secondly, is there any way of limiting the range of the beam? Thirdly, is there any way of co-ordinating this with the firing of the main beam?

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by Alphakiller on 10-31-2001 02:51 AM:

One targeting laser only, and it's buggy and wouldn't work for this. Nope.

Something that might work is a "beam" like the Lucifer's (Or Nials) in FS1, with a fast speed, ludicrously small lifetime for the three wing pods, then a single beam turret on the centerline that actually shot, with a very large "charge up" animation to hide the ugly convergance of the three wing beams. (Obviously you can't do beamfreeall with one of these ... since you'd need a scripted shooting event.)

Now, if I remember Crusade right, they "stopped" when they shot (thus defying physics, but what the hell) so you wouldn't have any of that "beam shooting from the Nial's tail" effect ...because their velocity would be zero. (Just make them capable of instantaneous deceleration, why not? )

I'm still not sure this would work, but from what I've seen, it has a chance

__________________
[url="http://www.dopefish.com"]swim...swim...hungry...[/url]


Posted by pera on 10-31-2001 06:37 AM:

Alphakiller, only one problem:

You can make beams shoot one shot at a pre-designated target (fire-beam sexp) But you cant make normal weapons shoot like that. And especially you cant make a ship shoot normal weapons at itself.


Posted by Ghost of Bobboau on 10-31-2001 08:42 AM:

the main beam of the Excalibur would by it's very nature be a very scriped situation even if it could be hard coded. to make it work you just need to.

make a docking point in the front of the ship and have an invulnrable invisable target ship docked to it,

events chained

fire the feeder beams at the target ship
chain delay 1 second
fire main beam
sabatoge subsystem: engine(s) and weapons
turretlockall
chain delay 60 seconds
repair subsystem: engine(s) and weapons (may want to use variables to restore them to there previous levels)
turretfreeall



all you have to do is make sure the lifetime of the feeder beam is set to the right length for the main.

__________________
I was here then I wasn't, now I'm dead


Posted by pera on 10-31-2001 09:46 AM:

quote:
Originally posted by Ghost of Bobboau
the main beam of the Excalibur would by it's very nature be a very scriped situation even if it could be hard coded. to make it work you just need to.

make a docking point in the front of the ship and have an invulnrable invisable target ship docked to it,

events chained

fire the feeder beams at the target ship
chain delay 1 second
fire main beam
sabatoge subsystem: engine(s) and weapons
turretlockall
chain delay 60 seconds
repair subsystem: engine(s) and weapons (may want to use variables to restore them to there previous levels)
turretfreeall



all you have to do is make sure the lifetime of the feeder beam is set to the right length for the main.



Hell, that could actually be possible. Wouldn't have to worry about placement beacause the target ship is docked. We have to hear the team's opinions about this.

I will give that a try and see if it will work.


Posted by ReaperX3 on 10-31-2001 02:01 PM:

why not just make the very front a difrent ship, so the the ship is two parts, then you tell the feeder to target the front....


rather than messing around with invisible ships, think, an invisible ship can be hit by stray fire too and blck other stuff as well.


Posted by Edwin on 10-31-2001 03:59 PM:

quote:
Originally posted by Alphakiller
One targeting laser only, and it's buggy and wouldn't work for this. Nope.

Something that might work is a "beam" like the Lucifer's (Or Nials) in FS1, with a fast speed, ludicrously small lifetime for the three wing pods, then a single beam turret on the centerline that actually shot, with a very large "charge up" animation to hide the ugly convergance of the three wing beams. (Obviously you can't do beamfreeall with one of these ... since you'd need a scripted shooting event.)

Now, if I remember Crusade right, they "stopped" when they shot (thus defying physics, but what the hell) so you wouldn't have any of that "beam shooting from the Nial's tail" effect ...because their velocity would be zero. (Just make them capable of instantaneous deceleration, why not? )

I'm still not sure this would work, but from what I've seen, it has a chance


no not as a targeting laser but as an actual beam. In real life I would hate to be the fighter that got coaught in one of those feeders.

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


All times are EST. The time now is 02:21 AM. Pages (2): [1] 2 »
Show all 22 posts from this thread on one page

Powered by: vBulletin Version 2.2.6
Copyright © Jelsoft Enterprises Limited 2000, 2001.