New Weapon/Weapon effect feasibility


#1

Cliffski,

What is the feasibility of creating new weapons and weapon effects without actually getting into the pre-compiled code? I’d like to be able to create neat effects, sort of like the multi-stage missiles already in the game.


#2

All of the variables exposed in the ini files can be tweaked, but visually, you are restricted somewhat. There is nothing stopping you changing existing graphics though, although for speed, a lot of the games graphics are combined into texture pages.
Theres quite a lot of data in the various weapon files though, you can certainly devise an expensive, deadly, heavy, slow, inaccurate death-star mega-gun, although it would look quite similar to a beam laser
beam lasers do use unique textures though, so you could redo its effect from scratch.


#3

Can we scale effects up and down? Even ‘normal’ beam lasers will look very different as a tiny pencil beam, or a huge, screen filling deathray.


#4

yup, width is scalable for beams, there are quite a few option in there. Hopefully I’ll get around to adding more later. I really want to add a converging beams effect, like the death-star laser.


#5

Now that would be awesome! Is there any possibility of adding an easter egg somewhere so you can battle a fleet of deathstars? lol.


#6

not if he wants to sell the game commercially, haha


#7

A fleet of deathspheres perhaps.


#8

yes, yes, that would work. :smiley:


#9

I hear a rhombic triacontahedron is the new sphere.


#10

What I’d think would be interesting is a ‘laser missile’ that fires in a straight line to, through, and beyond its target firing fighter-sized lasers at random targets along its flight path… could be difficult to code, though.

Also a very short duration ‘pop’ gunshot report for autocannons with insanely high rates of fire but low per-shot damage.


#11

Interestingly enough I played around with this very concept today. I found that the “particle_cannon.ogg” weapon sound fits quite well for a high-speed mass driver/kinetic energy weapon provided it uses a rather high fire rate.

Here’s a proof of concept if you’re interested:

[i]data\modules\cruiser_light_massdriver.txt[/]

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 20
blasttexture = “turret_blast_yellow.dds”
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 1
cost = 90
crew_required = 4
damage = 0.2
description = "A fast firing weapon for dealing with pesky fighters or just filling the battlespace with

tracers."
fire_interval = 50
guiname = “Cruiser Light Massdriver”
height = 8.3
hitpoints = 100
icon = turret
min_range = 50
max_range = 400
name = “cruiser_light_massdriver”
optimum_range = 350
powerconsumed = 4
shield_penetration = 15
size = “CRUISER”
sound = data/sounds/particle_canon.ogg
soundvolume = 0.75
speed = 20
tracking_speed = 2.75
turret_sprite = “turret_las_v5”
turretsize = 12.0
weight = 135
width = 2.2
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
[/code]

fusion_torpedo2.ogg is one I’d also use for a heavier kinetic weapon.