Burst Lasers?


#1

I’ve started working on a second module, and I think it might be as impossible as the first. Is there any way to get the laser module (the short blaster type one, not the continuous beam) to fire in bursts like the Tribe’s autocannons? I’ve got it firing and hitting, but I see no beams of death.


#2

its possible, just write this.

classname = "SIM_BeamWeaponModule" fire_interval = 100 salvo_size = 5 salvo_interval = 1000 firedelay = 4

i havnt tried it, so you might have to change some values. but it should work and ge the effect youre after.


#3

Nope, still invisible.

[config]
unlockcost = 0
lockable = 0
armour_penetration = 16
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BeamWeaponModule"
fire_interval = 100
salvo_size = 8
salvo_interval = 2000
firedelay = 10
color = 1
cost = 118
crew_required = 10
damage = 5
description = "Small beams of energy used to fry fighters.  Try it sometime."
guiname = "Cruiser Antifighter Beams"
hitpoints = 95
icon = turret
min_range = 15
max_range = 360
name = "csr_antifighter"
optimum_range = 220
powerconsumed = 9
shield_penetration = 12
size = "CRUISER"
sound = "tribe/data/sounds/cruiser_autocannon.ogg"
soundvolume = 0.5
speed = 6
tracking_speed = 3.2
turret_sprite = "turret_bull_v1"
turretsize = 10.0
weight = 82
width = 2.2
slot_type = TURRET
uisortpos = 2000

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL

#4

try to add this

beamwidth = 6.0 texture = "beam_red_atlas.dds"

and is the blasttexture looking somewhat like this?
[attachment=0]beam_red_atlas.jpg[/attachment]


#5

Yeah, the blast texture looked something like that. However, adding the lines you suggested did nothing. Try it, and hopefully you can see what I mean.


#6

coinich - can you post up the dds file for the laser ?
(i am also looking over the code at the moment)

::Edit::
Hold that thought - i think i have the solution. . . Its missing the beam duration


#7

This should work

[config]
unlockcost = 0
lockable = 0
armour_penetration = 16
beam_duration = 100
beamwidth = 6.0
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BeamWeaponModule"
color = 255,16,16
cost = 118
crew_required = 10
damage = 5
description = "Small beams of energy used to fry fighters.  Try it sometime."
fire_interval = 150
firedelay = 10
salvo_size = 8
salvo_interval = 2000
guiname = "Cruiser Antifighter Beams"
hitpoints = 95
icon = turret
min_range = 15
max_range = 360
name = "csr_antifighter"
optimum_range = 220
powerconsumed = 9
shield_penetration = 12
size = "CRUISER"
sound = "tribe/data/sounds/cruiser_autocannon.ogg"
soundvolume = 0.5
speed = 6
texture = "beam_red_atlas.dds"
tracking_speed = 3.2
turret_sprite = "turret_bull_v1"
turretsize = 10.0
weight = 82
width = 2.2
slot_type = TURRET
uisortpos = 2000

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL

#8

oh my god, how could i miss that!

i failed :frowning:


#9

Pffft, not a fail - you were looking for something unique.
The only reason why i picked it up is because i have made the same mistake (repeatedly)

I also tweaked the weapon refire rate and beam duration so it looks like a burst beam . .
Now we wait to see what coinich thinks


#10

I see beams now, thanks! Sadly, thats not quite what I wanted, and sorry for not making that clear.

GSB is giving me |>------------------------------------------------------------){^}(

Whereas I want:  |>-  -  -  -  -  -  -  -                 -  -  -  -  -  -  -  -        -){^}(

Think tracer rounds. I suppose I could get something of that effect with a little texture tomfoolery but it would still be like the first diagram, right?


#11

Oh, you want pew pew pew not zap zap zap. Sorry my bad.
Let me get back to you on that one :slight_smile:


#12

Thanks! You don’t need to do all the work, I’m just not familiar with the terms I should have listed.


#13

Give this a shot . .

[config]
unlockcost = 0
lockable = 0
armour_penetration = 16
blasttexture = "turret_blast_red.dds"
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 0
cost = 118
crew_required = 10
damage = 5
description = "Small beams of energy used to fry fighters.  Try it sometime."
fire_interval = 100
guiname = "Cruiser Antifighter Beams"
height = 50.0
hitpoints = 95
icon = turret
min_range = 15
max_range = 360
name = "csr_antifighter"
optimum_range = 220
powerconsumed = 9
salvo_size = 8
salvo_interval = 2000
shield_penetration = 12
size = "CRUISER"
sound = "tribe/data/sounds/cruiser_autocannon.ogg"
soundvolume = 1.0
speed = 10.0
tracking_speed = 3.20
turret_sprite = "turret_bull_v1"
turretsize = 10.0
weight = 82
width = 5.0
slot_type = TURRET
uisortpos = 1080

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL

::Edit::
If you think the lasers are too long then change the following
height = 50.0
to
height = 20.0


#14

Works great, thank you!


#15

Your welcome :slight_smile:

Once again, another satisfied customer of:

  • Sorry couldn’t resist ^^;

#16

I see possibility for competition with Praetorian Industries…
MAY THE RICHEST EVIL CORPORATE CONGLOMERATE WIN!!!
hehehe


#17

Nah, Darkstar Industries are just War Mongers.
we dont care who we work for so long as they pay :slight_smile:


#18

Hehehe, right now I’m more exploring than anything else. That, and I hate the limited amount of antifighter options at the moment. Envisioning some burst rockets now…

Also, bullet.dds has a large blue | and it seems to be color = 3, but I can’t for the life of me figure out the color code for the blue ’ option right below it.


#19

Work for me as I shall pay you lavishly with milk and cookies… hopes that you’re lactose intolerant


#20

In regards to the blue sprite below color = 3. In theory it should be Color = 9 but it cant be used. There is a problem with the GSB code (which i have bugged cliff about long time ago)

Hardly - i go through 3 litres a day . . (costs me a forture)