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ShadowBoy
Face
Registered: Nov 2001
Location:
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Of Beam cannons and fighters....
I noticed that you didn't put a true beam cannon on the Nial. Is this a limitation of the freespace 2 engine, or is it something you're still working on?
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11-30-2001 05:45 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
Re: Of Beam cannons and fighters....
quote: Originally posted by ShadowBoy
I noticed that you didn't put a true beam cannon on the Nial. Is this a limitation of the freespace 2 engine, or is it something you're still working on?
Well it's not like you couldn't put a beam on a fighter, you can do that.
The problem is, that a nial is player flyable, and the player cannot fire the beams by himself. The would have to be turret weapons.
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11-30-2001 06:52 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Exception is targeting laser but it is unreliable and not suitable for our needs.
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11-30-2001 01:04 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by Mr. Fury
Exception is targeting laser but it is unreliable and not suitable for our needs.
I don't see what you mean by "unreliable", but it doesn't make any sounds, it has those SSM numbers in the left top corner, you can fire only 1 at a time, it doesn't count the kills and so on...
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11-30-2001 05:34 PM |
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Ghost of Bobboau
BWO Team Member

Registered: Sep 2000
Location: Belleville, IL, USA
Posts: 760 |
and it doesn't work on AI fighters
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11-30-2001 05:50 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
oooooooooh a nice bwo siggy image 
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11-30-2001 07:12 PM |
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IceFire
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Thank you 
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11-30-2001 10:58 PM |
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ShadowBoy
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Registered: Nov 2001
Location:
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Okay, so basically, the FS2 engine won't let you put a true beam gun on a fighter, and still let the player fly it. I hope you don't mind a few small suggestions, though;
I did a little playing around today, and sort of figured something out. I'm not too experienced at messing around with the weapons tables yet, but I managed to come up with some nifty ad hoc modifications.
First, you will need a calculator, so you can average about the same amount of damage per minute. Next, increase projectile speed as high as it will go, have the weapon's fire rate increased, too. You may need to play around a little with the length of the shot, but that's not my area of expertise. Now, lower the damage to where this continuous stream of shots does more damage per second (about twice the current rate) then make it be an unbelievable energy hog, to whaere at normal energy settings you can keep a solid stream up for MAYBE 1 1/2 seconds, arranged to where on average, per minute, you do the same damage as currwently set up.
Open to feedback, is my idea workable? Does it suck badly?
Like I said, I only have about 10 min experience with the weapons tables.
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12-02-2001 03:02 AM |
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IceFire
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You want to know what happens when the energy runs out? The AI will keep firing. That means that once the energy runs down, they will fire in "dribbles".
We might upgrade the speed of the projectile as suggested by one of the guns on here. The test was fairly convincing so we'll see.
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12-02-2001 04:53 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by IceFire
You want to know what happens when the energy runs out? The AI will keep firing. That means that once the energy runs down, they will fire in "dribbles".
We might upgrade the speed of the projectile as suggested by one of the guns on here. The test was fairly convincing so we'll see.
One of the GUNS?
Anyway, if you were referring to my tests with the Neutron gun, there are still a few problems.
At first, if you make the weapon too fast, the trail starts disappearing at larger battles. And then there is the problem you mentioned with the AI and energy. My gun fired "shots", not a stream, so it didn't matter there.
You could of course try something with really long lasers, but they look silly at high speeds.
Last edited by pera on 12-02-2001 at 08:58 AM
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12-02-2001 08:55 AM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
Re: Re: Of Beam cannons and fighters....
quote: Originally posted by pera
The problem is, that a nial is player flyable, and the player cannot fire the beams by himself. The would have to be turret weapons.
the player has no problem with beam weapons - except in firepoints - only the first fp will fire
the problem is with unlocking the beams for the ai to use
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12-02-2001 11:21 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
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quote: One of the GUNS?
Guys....typo.
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12-03-2001 03:53 AM |
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Mewgen1
Murdock
Registered: Oct 2001
Location: Stevensville, MT
Posts: 142 |
While we're all on the subject of beam cannons I would like to ask a question. When the Sharlins cannons fire they still are able to turn while firing like the cannons in Freespace do. However in the show the cannons all fire straight ahead, behind, or in whatever direction they happen to be pointing and can't turn in midfire. So is there some setting somewhere that dictates the firing arc of the cannon?
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12-03-2001 04:49 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by Mewgen1
While we're all on the subject of beam cannons I would like to ask a question. When the Sharlins cannons fire they still are able to turn while firing like the cannons in Freespace do. However in the show the cannons all fire straight ahead, behind, or in whatever direction they happen to be pointing and can't turn in midfire. So is there some setting somewhere that dictates the firing arc of the cannon?
Yepl, it's possible to limit the firing arc, but Sharlins beams CAN turn, watch "and the sky was full of stars".
Edit:
Important question: How can you add a turret to a Nial, do you need to edit the model in truespace, or can the normal main model be used as a turret submodel. If it can be used, then how?
Please answer.
Last edited by pera on 12-03-2001 at 10:21 AM
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