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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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!

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Old Post 10-30-2001 08:20 AM
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mobvekhar
Murdock

Registered: Oct 2001
Location: Netherlands
Posts: 256

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

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Old Post 10-30-2001 02:42 PM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

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

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Old Post 10-30-2001 02:44 PM
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Assassin
Face

Registered: Oct 2001
Location: England
Posts: 80

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?

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Old Post 10-30-2001 05:40 PM
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Phantom
Murdock

Registered: May 2001
Location: Scotland
Posts: 163

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.

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Old Post 10-30-2001 06:01 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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.

Last edited by pera on 10-30-2001 at 06:04 PM

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Old Post 10-30-2001 06:02 PM
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mobvekhar
Murdock

Registered: Oct 2001
Location: Netherlands
Posts: 256

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

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Old Post 10-30-2001 06:15 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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.

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Old Post 10-30-2001 07:07 PM
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mobvekhar
Murdock

Registered: Oct 2001
Location: Netherlands
Posts: 256

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

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Old Post 10-30-2001 08:15 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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.

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Old Post 10-30-2001 08:40 PM
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NiceTry
I'm New! Laugh At Me!

Registered: Oct 2001
Location: Netherlands
Posts: 23

yeah, tried the targeting laser yesterday. It really sucks

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Old Post 10-30-2001 11:57 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

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"

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Old Post 10-31-2001 12:22 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

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

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Old Post 10-31-2001 12:50 AM
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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

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?

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Old Post 10-31-2001 01:02 AM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

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

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Old Post 10-31-2001 02:51 AM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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.

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Old Post 10-31-2001 06:37 AM
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Ghost of Bobboau
BWO Team Member

Registered: Sep 2000
Location: Belleville, IL, USA
Posts: 760

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.

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Old Post 10-31-2001 08:42 AM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

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.

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Old Post 10-31-2001 09:46 AM
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ReaperX3
Face

Registered: Oct 2001
Location:
Posts: 60

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.

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Old Post 10-31-2001 02:01 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

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.

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(natives of Z'ha'dum may ignore this)

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

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Old Post 10-31-2001 03:59 PM
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