nps AI Beam weapons.

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20 years 4 months ago #11031 by Jwk the Hemp Monkey
*laughs manically*

Well yeah, the missiles have had a slight increase in threat in my modification.

Dont ever, EVER get hit by pulsars, muwhahahahahaha!

*cough*, anyway, yes such a laser weapon would be damned useful.

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

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20 years 4 months ago #11046 by Vladimir
Replied by Vladimir on topic nps AI Beam weapons.
Hey, JWK, I´ve finished the NPS commslaser. It´s on my web page with everything I´ve finished (not much yet, blame my addiction to music). It still uses the old beam texture but I´ve uploaded the new texture to my web page so somebody who can do this could convert it to iff format. Unfortunately I don´t know how to create the red dot effect, probably it needs pogging.

www.geocities.com/xenodroid13/

Never-EVER forget your real life, though.

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20 years 4 months ago #11047 by Jwk the Hemp Monkey
Excellent, i shall get right on it. I shall see if i can get that texture into iff format as well, i do have photoshop 7.

Ok, a few details. in the AISOB download there was also stuff for Tracking beams and the destroyer, stuff i already had. Are these updated ones? Oh and btw you were right, the missiles worked fine in the one you gave me a while back.

Also, instead of labeling things 'setup' can you make sure they have unique names that state what they are for? That way i wont overwright one setup file with another.
And ontop fo that, did you fix the problem with the tracking beams? Perhaps it was an artifact, but when i tested the nps_capital_cutting_beam (I already have a fully functioning nps_beam_weapon btw) i found that it would have massive kinetic power. Can you fix this? I dont mind if it has 'some', just not the kind that when it taps you, flings you at around 700m/s in a random direction.

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20 years 4 months ago #11051 by Vladimir
Replied by Vladimir on topic nps AI Beam weapons.
The kinetic power is because the beam, well, actually the bolt, has such a high speed, the high speed is neccessary to avoid the "lasershow" effect. You may try reducing the bolt speed a bit.
As for giving setups unique name, it can be done but they´re already in their own folders (for example, tracking cutting beam is in avatars\cutting_beam_tracking not in avatars\cutting_beam) so that overwriting is avoided.
There are old files in zip because I forgot to delete them from the archive.

Never-EVER forget your real life, though.

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20 years 4 months ago #11055 by Jwk the Hemp Monkey
Is there anyway inwhich you fan fix the Lasershow affect? Firstly for a 'comms laser' it seems well...perfectly reasonable that it makes a 'lasershow'.

For the capital class cutting beam i will either find a way to remove the kinetic power in some manner, or make it an ordinary non-tracking beam.

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20 years 4 months ago #11056 by Vladimir
Replied by Vladimir on topic nps AI Beam weapons.

Originally posted by Jwk the Hemp Monkey

Is there anyway inwhich you fan fix the Lasershow affect? Firstly for a 'comms laser' it seems well...perfectly reasonable that it makes a 'lasershow'.
www.i-war2.com/forum/topic.asp?TOPIC_ID=310


Not when you get some 10 beams that don´t want to disappear out of one laser! Remember the pic? www.geocities.com/xenodroid13/lasershow.jpg

Never-EVER forget your real life, though.

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