nps AI Beam weapons.
- Jwk the Hemp Monkey
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20 years 5 months ago #10349
by Jwk the Hemp Monkey
Replied by Jwk the Hemp Monkey on topic nps AI Beam weapons.
Ok, i see it now. It is....um....
Well anyway, how about this, If only the AI had beam weapons, and they only had a firing arc of <5 degrees. Would the 'laser show' affect be reduced some whaT?
Well anyway, how about this, If only the AI had beam weapons, and they only had a firing arc of <5 degrees. Would the 'laser show' affect be reduced some whaT?
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20 years 5 months ago #10351
by Vladimir
Never-EVER forget your real life, though.
Replied by Vladimir on topic nps AI Beam weapons.
OK, I have fixed this:
All I did was pumping the bolt speed up to 10,000,000 m/s. But now there is no beam firing sounds and animation (two beams moving together and apart from each other). And when aim assistant is off it doesn´t do any damage. Maybe I messed some setup scenes up?
All I did was pumping the bolt speed up to 10,000,000 m/s. But now there is no beam firing sounds and animation (two beams moving together and apart from each other). And when aim assistant is off it doesn´t do any damage. Maybe I messed some setup scenes up?
Never-EVER forget your real life, though.
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20 years 5 months ago #10355
by MajorTom
Have you tried setting turret_mode = 1 in the turrets .ini file,
then it will only fire at the target the player currently has selected, and not all over the place at any target it can find
Iwar2 Multiplayer Fan Site
Replied by MajorTom on topic nps AI Beam weapons.
Originally posted by Vladimir
There is still a bug on my beam -- when you or your target is moving, the beam, how to say, "multyplies" and you get a @£$##¤ laser-show. I don´t know how to fix it. But if you´re interested, Gtrout, I´ll make some changes and send it to you on Sunday. It´s about 10kB.
Have you tried setting turret_mode = 1 in the turrets .ini file,
then it will only fire at the target the player currently has selected, and not all over the place at any target it can find
Iwar2 Multiplayer Fan Site
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20 years 5 months ago #10356
by Vladimir
Never-EVER forget your real life, though.
Replied by Vladimir on topic nps AI Beam weapons.
Heh, Major, this is not a turret, this is a cannon that looks like a beam.
Anyways, the sound problem is now fixed (just a spelling mistake in .ini file) but the other problems remain.
Anyways, the sound problem is now fixed (just a spelling mistake in .ini file) but the other problems remain.
Never-EVER forget your real life, though.
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- Jwk the Hemp Monkey
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20 years 5 months ago #10371
by Jwk the Hemp Monkey
Replied by Jwk the Hemp Monkey on topic nps AI Beam weapons.
Well for me I only want it for the AI. E.g. the tugs will get a coms laser. And frog flitters will have a mining beam, and some corvettes and patcoms are going to give you a nasty surpize with cutting beam....
And then there are the cap ships....
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
And then there are the cap ships....
Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310
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- GrandpaTrout
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20 years 5 months ago #10383
by GrandpaTrout
Replied by GrandpaTrout on topic nps AI Beam weapons.
*crazy idea warning* the following post may be totally insane.
Here are a few trimmed bits from the heavy_pbc setup_effects.lws file (not the bolt, the cannon):
AddNullObject <anim channel="fire?o(5.0)">
AddNullObject <node template=ini||audio|sfx|heavy_pbc>
ParentObject 1
AddLight
LightName FlashFlare
ParentObject 1
Perhaps I misunderstand this file, but it looks to me like when this cannon fires a null will keyframe into action, that will bring a sound into existance, and a flash object. (Perhaps SecondChance can decode this animation channel string?)
Would it be possible to bring the beam avatar into existance at this point as well? So that when this cannon fires, a beam is created out of the front of the weapon?
-Gtrout
Here are a few trimmed bits from the heavy_pbc setup_effects.lws file (not the bolt, the cannon):
AddNullObject <anim channel="fire?o(5.0)">
AddNullObject <node template=ini||audio|sfx|heavy_pbc>
ParentObject 1
AddLight
LightName FlashFlare
ParentObject 1
Perhaps I misunderstand this file, but it looks to me like when this cannon fires a null will keyframe into action, that will bring a sound into existance, and a flash object. (Perhaps SecondChance can decode this animation channel string?)
Would it be possible to bring the beam avatar into existance at this point as well? So that when this cannon fires, a beam is created out of the front of the weapon?
-Gtrout
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