nps AI Beam weapons.

More
20 years 5 months ago #10387 by Second Chance
Replied by Second Chance on topic nps AI Beam weapons.
Yep, it sure would.

Now here's the problem (you knew there would be a problem, right? ;)), the beam could only ever be one length. It wouldn't extend just to the target, but through it (if it was too close) or not even reach it (if it was too far away). But as I said before, I am researching tracking beam weapons through the use of altered LW files.

btw - in case anyone's interested: As you may have already guessed, the anim channel null adds animation to the lens flare effect (but not the sound, that works on its own). The way it works is that the lens flare object (a light) is parented to the anim channel null, then the anim channel null is keyframed twice (both times with a scale value); once at scale 0,0,0 and once at scale 1,1,1 (normal size). When the animation is played by flux, the lens flare quickly scales from 0 to 1, giving the impression of a rapid explosion of energy. The number 5.0 in the anim channel name tells flux how fast to play the animation. 1.0 equals 1 second, 0.5 equals 2 seconds, ect. So 5.0 is very fast.

mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos (on hold during SW MP mod)
cartoons.sev.com.au/index.php?catid=4
.

Please Log in or Create an account to join the conversation.

More
20 years 5 months ago #10392 by Vladimir
Replied by Vladimir on topic nps AI Beam weapons.
The beam I made has fixed lenght too, if it hits the target it goes right throw it. But, can´t we use this effect for very powerful weapons? Like capital antimatter beam? This kind of weapon would probably be so devastating that it pierces the whole ship.

As for the firing animation, I´m losing my mind: it works when the ship is in a certain position to the world axes and turning[:0][?] Somebody, please call Mulder & Scully, this is an x-file case, I´m sure in it.

Never-EVER forget your real life, though.

Please Log in or Create an account to join the conversation.

More
20 years 5 months ago #10398 by Second Chance
Replied by Second Chance on topic nps AI Beam weapons.
It would probably be great for the B5 shadow ships. Didn't they slice right through everything they hit?

mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos (on hold during SW MP mod)
cartoons.sev.com.au/index.php?catid=4
.

Please Log in or Create an account to join the conversation.

More
20 years 5 months ago #10406 by Jwk the Hemp Monkey
Antimatter capital ship beams? thats a bit unrealistic. Those kind of weapons would only be in *very* select parts of the navy. And they would never ever be on something as expensive as a Navy Heavy Cruiser.

if that thing misfires just *once* the ridiculasly expensive ship would just...die...
Not to mention an inderpendant destroyer has a Capital Beam Weapon, as if *they* would have access to that level of technology.

Anyway, if you have a power plant that big and access to resources that huge, why not just make a much safer, easier to repair '30km Capital cutting beam'?

Anyway, I did want it to be a suprise gentlemen, but i guess i am going to ask you two if you could create 4 nps_beam weapons for me and my mod. You will get some experimentation in and I will get the 4 weapons that i simply cannot create on my own. However, to make things easier, because they are for AI only (the human will not get them) the weapons do not have to worry about bugs like '' it does no damage if target assist is off ''...because the AI never turn target assist off.

Ok, first up. Could you guys send me a nps_capital_tracking_cutting_beam which has 30 km range and has the equivelent damage of the weapon that i currently have (its just a normal beam).

This is a direct extract from the /sims/weapons/capital_ship_beam.


[Class]
name=icBeam

[Avatar]
name=lws:/avatars/cutting_beam/setup

[Properties]

; The name of the object
name="Captial Beam Weapon"

; Sim mass in kilogrammes
mass=0.0005

; Beam properties
length=30000
penetration=70
damage_rate=6000



Could you make a tracing version with only a 5 degree firing arc pretty please? It would be ace if it had the same animation as the one you see in your 'laser' show...as in...the proper 'cutting beam' animation. Doesnt matter if it shoots 'though' units. infact, that would be good.

Please Log in or Create an account to join the conversation.

More
20 years 5 months ago #10409 by Vladimir
Replied by Vladimir on topic nps AI Beam weapons.
OK, I´ll see what I can do...

BTW, that antimatter beam was just an example of a really powerful weapon, I was not going to do it, a ship equipped with this would we really unfare. I once replaced Marauder cutters w/ Shadow battlecrabs, and, well, I needed another Battlecrab for myself to have a chance against these. "That was not funny, that was my #"¤%/&! ship!", to parafrase a cartoon I saw a long time ago, so let´s not make such mega-powerful weapons. That´s my philosophy. As for the Battlecrabs, I scrapped them.

Never-EVER forget your real life, though.

Please Log in or Create an account to join the conversation.

More
20 years 5 months ago #10424 by Jwk the Hemp Monkey
Well in my mod things are rather hard, as i said before. But every ship has a weakness. However, every ship also has a massive strength, and if you try to take on the ship in its strength....its just not funny.

Well....there is *one* ship that breaks that rule. *laughs like a maniac*

Jwk...comander of =HEMP HUNGRY MONKEY=
www.i-war2.com/forum/topic.asp?TOPIC_ID=310

Please Log in or Create an account to join the conversation.