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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Every time i had a fighter primary set to a muzzleflash, the actual 'flash' always occurred where (my gunpoints were when) I started the mission.... regardless of my actual position. Annoying, to say the least ...


I'll have to get back online at home and really crack open the source code files... at the very least I can try and make more constructive suggestions

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Old Post 04-26-2002 02:11 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Every time i had a fighter primary set to a muzzleflash, the actual 'flash' always occurred where (my gunpoints were when) I started the mission.... regardless of my actual position. Annoying, to say the least ...


I'll have to get back online at home and really crack open the source code files... at the very least I can try and make more constructive suggestions

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Old Post 04-26-2002 02:11 PM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 31

quote:
Originally posted by IceFire
Looking at B5 CGI, they have flashes for everything. Beams, pulses, and rubber duckys (probably not that last one).

I want to be able to do that.



Just because they didn't have flashes for rubber duckys doesn't mean we won't am I right?

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Old Post 04-26-2002 05:36 PM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

quote:
Originally posted by IceFire
Looking at B5 CGI, they have flashes for everything. Beams, pulses, and rubber duckys (probably not that last one).

I want to be able to do that.



Just because they didn't have flashes for rubber duckys doesn't mean we won't am I right?

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Old Post 04-26-2002 05:36 PM
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Sirius
Murdock

Registered: Aug 2000
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Posts: 146

You'll need to introduce new code, not just redefine constants.

If I were you, I'd just make the burst-firing algo an optional feature which is either defined by the ship data or by an in-game option (which would be easier as it does not require modifying anything).

EDIT: For the muzzle-flash thing, you probably need to change some if switches that check what weapon type it is.

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Last edited by Sirius on 04-26-2002 at 10:08 PM

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Old Post 04-26-2002 10:06 PM
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Sirius
Murdock

Registered: Aug 2000
Location: Who wants to live in a location?
Posts: 146

You'll need to introduce new code, not just redefine constants.

If I were you, I'd just make the burst-firing algo an optional feature which is either defined by the ship data or by an in-game option (which would be easier as it does not require modifying anything).

EDIT: For the muzzle-flash thing, you probably need to change some if switches that check what weapon type it is.

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Last edited by Sirius on 04-26-2002 at 10:08 PM

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Old Post 04-26-2002 10:06 PM
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

quote:
Originally posted by Eternal One
Umm...no you can't. They're only used in flak guns. I want the same ability to all weapons.
Umm.... yes. I did it. I made a new muzzleflash for one of the weapons in MT.

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Last edited by Shrike on 04-26-2002 at 10:54 PM

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Old Post 04-26-2002 10:54 PM
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Shrike
BWO Team Member

Registered: Jul 2000
Location: Lo-Fidelity All Star
Posts: 2273

quote:
Originally posted by Eternal One
Umm...no you can't. They're only used in flak guns. I want the same ability to all weapons.
Umm.... yes. I did it. I made a new muzzleflash for one of the weapons in MT.

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WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR COMPUTERS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUM WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

Last edited by Shrike on 04-26-2002 at 10:54 PM

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Old Post 04-26-2002 10:54 PM
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IceFire
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Registered: Jul 2000
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quote:
Just because they didn't have flashes for rubber duckys doesn't mean we won't am I right?

Darn straight!

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Old Post 04-26-2002 11:02 PM
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BabProj Team
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Registered: Apr 2001
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quote:
Just because they didn't have flashes for rubber duckys doesn't mean we won't am I right?

Darn straight!

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Old Post 04-26-2002 11:02 PM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by aldo_14


I set the Nightmare fighters to a 0.1 delay - they fire a constant stream of laser death.....maybe i misunderstood what you wanted?

i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.

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Old Post 04-27-2002 04:32 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

quote:
Originally posted by aldo_14


I set the Nightmare fighters to a 0.1 delay - they fire a constant stream of laser death.....maybe i misunderstood what you wanted?

i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.

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Old Post 04-27-2002 04:32 AM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

quote:
Originally posted by ltnarol
i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.


I think if you give a weapon the Stream flag cap ships will fire it faster, but still not machine gun or fighter weapon fast. More firing points might make a difference. Haven't tested that. I took a fighter weapon, made a copy with Big Ships and Stream, and set the fire wait to 0.01. It fired faster then a normal cap ship weapon would I think, but not as fast as I fired the same weapon with a 0.02 delay. The turret had two firing points and it alternated between them.

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Old Post 04-27-2002 05:07 AM
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EdrickV
Face

Registered: Apr 2002
Location:
Posts: 57

quote:
Originally posted by ltnarol
i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.


I think if you give a weapon the Stream flag cap ships will fire it faster, but still not machine gun or fighter weapon fast. More firing points might make a difference. Haven't tested that. I took a fighter weapon, made a copy with Big Ships and Stream, and set the fire wait to 0.01. It fired faster then a normal cap ship weapon would I think, but not as fast as I fired the same weapon with a 0.02 delay. The turret had two firing points and it alternated between them.

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Old Post 04-27-2002 05:07 AM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

quote:
Originally posted by EdrickV


I think if you give a weapon the Stream flag cap ships will fire it faster, but still not machine gun or fighter weapon fast. More firing points might make a difference. Haven't tested that. I took a fighter weapon, made a copy with Big Ships and Stream, and set the fire wait to 0.01. It fired faster then a normal cap ship weapon would I think, but not as fast as I fired the same weapon with a 0.02 delay. The turret had two firing points and it alternated between them.



Guys, feel free to look at the modifications I did to the capital ship beams in my CapShip Turret Upgrade (link in siggy). THey fire something liek the Star Destroyer turbo lasers - sort of.

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Old Post 05-03-2002 10:47 PM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

quote:
Originally posted by EdrickV


I think if you give a weapon the Stream flag cap ships will fire it faster, but still not machine gun or fighter weapon fast. More firing points might make a difference. Haven't tested that. I took a fighter weapon, made a copy with Big Ships and Stream, and set the fire wait to 0.01. It fired faster then a normal cap ship weapon would I think, but not as fast as I fired the same weapon with a 0.02 delay. The turret had two firing points and it alternated between them.



Guys, feel free to look at the modifications I did to the capital ship beams in my CapShip Turret Upgrade (link in siggy). THey fire something liek the Star Destroyer turbo lasers - sort of.

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Old Post 05-03-2002 10:47 PM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

What the...? I mention the [url=http://www.geocities.com/sandvich/fs2/files/capship_turrets.zip]CapShip Turret Upgrade[/url] and the whole thead dies?!? Not so, good sirs!!

{/pimp}

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Old Post 05-10-2002 10:44 PM
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sandwich
United Space

Registered: Dec 2000
Location: Jerusalem, Israel
Posts: 928

What the...? I mention the [url=http://www.geocities.com/sandvich/fs2/files/capship_turrets.zip]CapShip Turret Upgrade[/url] and the whole thead dies?!? Not so, good sirs!!

{/pimp}

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Old Post 05-10-2002 10:44 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by ltnarol
i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.

hmm........ I'm sure it works with my capships (I tend to use fast firing fighter lasres on most of the turrets).

Could be an AI thing for target aquisition, though.... maybe it rechecks every time?

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Old Post 05-11-2002 01:10 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by ltnarol
i think so, i meant for a capital ship turret, the thing refuses to fire the thing as fast as it can and insists on firing one shot at a time with about a 1 second delay between each shot.

hmm........ I'm sure it works with my capships (I tend to use fast firing fighter lasres on most of the turrets).

Could be an AI thing for target aquisition, though.... maybe it rechecks every time?

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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
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Old Post 05-11-2002 01:10 PM
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