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NukebombOverkill
I'm New! Laugh At Me!

Registered: May 2002
Location: Arizona
Posts: 35

Nukebomb Overkill's Ship Pack R2

you can go grab my little fleet of ships now. ive uploded them to the downloads section of [URL=http://www.angelfire.com/ak3/nukewar/]Nukewar[/URL]. the pak now consists 8 ships (the 6 form the beta release + 2 new ships). ive fixed many bugs from the beta and the mod's overall stability has increased. and by popular demand (and because i dont have a registered version of winzip on hand) it is in a plain old zip file and not a easy to use self installer. have fun!

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Old Post 05-14-2002 01:50 AM
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BabProj Team
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Registered: Apr 2001
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Posts: 1901

Awesome d00d!

You and I should talk

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Old Post 05-14-2002 01:48 PM
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Ashark
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Registered: May 2002
Location: Estonia
Posts: 1024

please please someone make a campaign with this pack im lovsy at making missions PLEASE MAKE ONE PLEASE

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Old Post 05-14-2002 05:26 PM
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NukebombOverkill
I'm New! Laugh At Me!

Registered: May 2002
Location: Arizona
Posts: 35

all i pretty much know how to do if fred is free the beams. but i just learned how to form a wing.

i need links to source projects so that i can put in my 2 cents. i would have wanted the autocannon turrets on the apis to be a blindfire weapon system under pilot control, instead of a pair of turrets. i also wouldnt mind replacing the forward pair of turrets on the nemesis with a blindfire beam system.

what i mean by blind fire is that the turrets will try to aim themselves at a target in a specified fire cone in front of the ship. the weapon shows up in the weapon list (which would need to be made bigger to fit more guns), is under player control, and consumes energy or ammo. the selection menu would cycle trough as usual, except with 3 or 4 guns instead of 2 (the blindfire systems may or may not be used together with the normal guns, this could be a variable in the blindfire entries in the ships table). a crosshair for each blindfire weapon would appear on the the hud to indicate where the gun is actually pointing. the blindfire weapon system would be an integrated weapon system, meaning you cannot choose the weapon type, and only get that weapon when using the ship with the system (of course the table entry for the gun could be used with turrets and the like).

for you to add a blindfire system to a ship, it would need a forward pointing turret (or at least one that can point forward) a table entry for the weapon, and a set of extra entries for the ship table that would specify detaild about the system (time it takes for the gun to lock on, the size of the fire cone, name of the sub object and so on).

another idea for integrated weapon systems, gatling guns. you set up your gun as a single part turret, with a firing point in front of eash barrel you set the axis of rotation, the max rotation speed, and speed of acceleration and deceleration in the pof subsystem poperties. a weapon table entry would be used, but the fire rate would be ignored. the real fire rate would be the number of fire points * the time it tages the gun to spin around once. of course the thing will have spin up and spin down time. you would probibly have to add an entry in the ship table (simmilar to the blindfire entry) that specifies the sub object and whatnot. you could put the speed accel and decel in the table or as said before in the pof subobject properties (in my opinion the pof subobject properties have great potential, you can enter anything in there that new code can interpret).

for the fighter beams (which i think would work great with my blindfire idea), a hold to charge, release to fire could work, but i think it would be better to be able to have a single action way of firing (you can pull the trigger and the beam goes through a 2 ms charges and fires). the amount of energy they consume would be up to the normal beam entries, but would probibly need a new type of beam.

also for the phoenix, id like to have a cycling fire pattern rather than having everything fire at once, this would be set up on a ship by ship basis, so that ships like the chaos (with an excessive quantity of weapon firing points) would cycle and the 2 bank 2 guns each configuration would fire grouped. cycling may or may not speed up the rate of fire, again by modders discression.

a couple more changes to the weapons would be a prox flag for player weapons (explodes when in proximity to an enemy ship). it would be similar to flak, except that it does not blow up in your face and would be good with both primary and secondary weapons. the other idea i had was deflection angles. shots fire slightly off axis randomly within a specified fire cone (or a scatter effect). this could be good with gatling guns and blindfire weapons. id also like to be able to use the homing flags on primary weapons and make primarys that use ammo instead of energy.

woah, that was long, i hope the coders read it.

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Last edited by NukebombOverkill on 05-15-2002 at 01:55 AM

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Old Post 05-15-2002 01:33 AM
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