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killavirus
I'm New! Laugh At Me!

Registered: Feb 2003
Location:
Posts: 14

Unhappy Help with Fs2 Weapons PLEASE

i had the damn idea to change all the weapons in fs2 ...so i made the Subach Hl-7 (now Storm) laser Heatseaking and stuff like that

now my problems are:
The Laser does "hunt" for ships now but it doesnt hit :-( my entry in the weapons.tbl is:

; Sidearm
;
$Name: @Storm
+Title: XSTR("GTW Storm", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Storm", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"Der Storm laser erinnert vom Design stark an den Subach HL-7.Allerdings täuscht das er ist ein klassischer Schildbrecher der die Schile praktisch wegfegt!Deswegen auch sein Name.Sein Hüllenschaden ist zwar nicht Hoch aber da das Ziel keine Verteidigung durch Schilde hat ist er doch beachtlich!", -1)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 0, 255, 0
@Laser Color2: 0, 250, 0
@Laser Length: 30.0
@Laser Head Radius: 1.20
@Laser Tail Radius: 1.00
$Mass: 0.6
$Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.35 ;; in seconds
$Damage: 30
$Armor Factor: 0.2
$Shield Factor: 0.8
$Subsystem Factor: 0.1
$Lifetime: 5.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.50
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.

$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 1000000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 1.0




And my second problem is that i wantet to make a fighter with a beam canon ..... but it didnt work .....

i dont get a beam i just get two very tiny balls flying arung like the beams you can get while scrolling through the weapons....
can you tell me how to make a real beam cannon? with warm up and everything?

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Old Post 03-15-2003 12:29 PM
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killavirus
I'm New! Laugh At Me!

Registered: Feb 2003
Location:
Posts: 14

Unhappy Help with Fs2 Weapons PLEASE

i had the damn idea to change all the weapons in fs2 ...so i made the Subach Hl-7 (now Storm) laser Heatseaking and stuff like that

now my problems are:
The Laser does "hunt" for ships now but it doesnt hit :-( my entry in the weapons.tbl is:

; Sidearm
;
$Name: @Storm
+Title: XSTR("GTW Storm", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Storm", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"Der Storm laser erinnert vom Design stark an den Subach HL-7.Allerdings täuscht das er ist ein klassischer Schildbrecher der die Schile praktisch wegfegt!Deswegen auch sein Name.Sein Hüllenschaden ist zwar nicht Hoch aber da das Ziel keine Verteidigung durch Schilde hat ist er doch beachtlich!", -1)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 0, 255, 0
@Laser Color2: 0, 250, 0
@Laser Length: 30.0
@Laser Head Radius: 1.20
@Laser Tail Radius: 1.00
$Mass: 0.6
$Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.35 ;; in seconds
$Damage: 30
$Armor Factor: 0.2
$Shield Factor: 0.8
$Subsystem Factor: 0.1
$Lifetime: 5.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.50
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.

$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 1000000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 1.0




And my second problem is that i wantet to make a fighter with a beam canon ..... but it didnt work .....

i dont get a beam i just get two very tiny balls flying arung like the beams you can get while scrolling through the weapons....
can you tell me how to make a real beam cannon? with warm up and everything?

__________________
Er....well...er........I do not sprech your sprach

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Old Post 03-15-2003 12:29 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Sorry but it is not possible to make primary weapons heat or aspect seeking. These are applicable to secondary weapons only.

And sorry again but you cannot have a real beam weapon for fighters or bombers. Normally you can only use beam weapons in turrets. There is targeting laser but it is not really usable.

Howewer, FS2 source code was released long time ago, and thus many coders have been working on the code ever since. Among many other things, fighter beam weapons are now possible.

More information about Source Code Project: http://freespace.volitionwatch.com/fsscp/

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Last edited by Mr. Fury on 03-15-2003 at 01:07 PM

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Old Post 03-15-2003 01:05 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Sorry but it is not possible to make primary weapons heat or aspect seeking. These are applicable to secondary weapons only.

And sorry again but you cannot have a real beam weapon for fighters or bombers. Normally you can only use beam weapons in turrets. There is targeting laser but it is not really usable.

Howewer, FS2 source code was released long time ago, and thus many coders have been working on the code ever since. Among many other things, fighter beam weapons are now possible.

More information about Source Code Project: http://freespace.volitionwatch.com/fsscp/

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]

Last edited by Mr. Fury on 03-15-2003 at 01:07 PM

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Old Post 03-15-2003 01:05 PM
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killavirus
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Registered: Feb 2003
Location:
Posts: 14

ah now is see thanks ..... but its a bit bright to fire a beam weapon could i do anything against that?

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Last edited by killavirus on 03-15-2003 at 01:49 PM

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Old Post 03-15-2003 01:18 PM
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killavirus
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er is still got some questions....

how can i make the beam slowly power up? like it does if the colossus is fighting against the sathanas


i just see the beam warmup time but there is no warmup effect?!?


ah and can i fly a bigger ship somehow? is it possible to make a lev. flyable?

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Old Post 03-15-2003 04:24 PM
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killavirus
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Registered: Feb 2003
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er is still got some questions....

how can i make the beam slowly power up? like it does if the colossus is fighting against the sathanas


i just see the beam warmup time but there is no warmup effect?!?


ah and can i fly a bigger ship somehow? is it possible to make a lev. flyable?

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Old Post 03-15-2003 04:24 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

By increasing warmup time you can have a beam which takes longer to power up. Muzzleglow points to glow effect but it has no effect on how long it takes for a beam to power up or down.

And you can't fly capital class ships properly. FS2 does not support it. If you try, you can fly one but FS2 immadiately crashes when you take hits to subsystems. Also you cannot control turrets, capitals do not have primary or secondary weapons.

And about Source Code Project, they are compiling new executables (named as fs2_open.exe and fred2_open.exe) which you can run and have new added features. You don't need to understand coding to use fs2_open. More information on their site and forums.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]

Last edited by Mr. Fury on 03-15-2003 at 05:21 PM

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Old Post 03-15-2003 05:19 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

By increasing warmup time you can have a beam which takes longer to power up. Muzzleglow points to glow effect but it has no effect on how long it takes for a beam to power up or down.

And you can't fly capital class ships properly. FS2 does not support it. If you try, you can fly one but FS2 immadiately crashes when you take hits to subsystems. Also you cannot control turrets, capitals do not have primary or secondary weapons.

And about Source Code Project, they are compiling new executables (named as fs2_open.exe and fred2_open.exe) which you can run and have new added features. You don't need to understand coding to use fs2_open. More information on their site and forums.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]

Last edited by Mr. Fury on 03-15-2003 at 05:21 PM

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Old Post 03-15-2003 05:19 PM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

I dont get people who want to pilot capships anyway - It's not as if something as big and complex as a Freespace capship could be piloted by a single person. He'd have to be combined Captain, helmsman, navigation and weapons officer - fine on a fighter, but a capship? I doubt it...

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Old Post 03-15-2003 05:38 PM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

I dont get people who want to pilot capships anyway - It's not as if something as big and complex as a Freespace capship could be piloted by a single person. He'd have to be combined Captain, helmsman, navigation and weapons officer - fine on a fighter, but a capship? I doubt it...

__________________
"What you egg" Macbeth Act IV, Scene II, line 80
"Young fry of Treachery" Macbeth Act IV, Scene II, line 81
[url=www.3dap.com/hlp/hosted/ntv/]Neo Terra Victorious - Bet you didn't see that one coming.[/url]

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Old Post 03-15-2003 05:38 PM
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killavirus
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Registered: Feb 2003
Location:
Posts: 14

no no i dont want to fly a cap ship i just want a big ship because the beam cannons are so huge that i just have a white screen so i think i need a bigger ship....

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Old Post 03-15-2003 06:51 PM
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Hades
Murdock

Registered: Aug 2002
Location: The USA
Posts: 249

or a smaller beam...

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Old Post 03-18-2003 10:06 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

quote:
Originally posted by killavirus
no no i dont want to fly a cap ship i just want a big ship because the beam cannons are so huge that i just have a white screen so i think i need a bigger ship....


Uh yeah...I think Hades hit the nail on the head.

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Old Post 03-18-2003 10:59 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

quote:
Originally posted by killavirus
no no i dont want to fly a cap ship i just want a big ship because the beam cannons are so huge that i just have a white screen so i think i need a bigger ship....


Uh yeah...I think Hades hit the nail on the head.

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Old Post 03-18-2003 10:59 PM
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