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Mularac:
well...it could come in handy to have the code of the particle "Beam Emitter" :P
and what are they, end, start, travel effects......?

I have an idea... but I hardly think it's gonna work... perhaps a playefx command at the point of the gun when the device is turned on? however, I think that those things aren't dynamic and there's also the problem of locating those coordenates

Arparso:

--- Quote ---well...it could come in handy to have the code of the particle "Beam Emitter" :P
and what are they, end, start, travel effects......?
--- End quote ---

Nah, the particle isn't really important for the effect itself and yeah, those are the start, travel and end effects of the beam weapon. As you can see, the start effect uses "Attack" to grow in size at first, while the travel and end effect are being delayed for 2.9 seconds. So for the first few seconds only the start effect is being played back while the actual firing effect is being delayed... but Nexus ignores that setting for the impact effect of the ship and displays that instantly.

I thought about just removing the ship's impact efx and emulate it with each weapon's end efx... you couldn't have ship specific impact efx anymore, but at least the timing would be right. However, the damage is still being applied instantly - a ship suddenly exploding while the beam is still powering on looks a bit funny...

Right now it looks like this: Beam cannon test

Mularac:
A question: Can you get the coordinates of a ship's weapon using commands?

EDIT: Nope, you can't

Arparso:
I don't think so. At least I didn't see any useful command or variable related to that. Ships have a position variable, but weapons do not.

Keldane:
Is there any way to force the animation to start when the weapon starts charging?

Or perhaps treat the end of the beam as a projectile, and just have a tail long enough to connect it back to the firing ship regardless of range? That should theoretically delay the damage until the projectile hits. The downside is that, if the firing ship launches the projectile while moving, the "tail" would no longer connect to the weapon.

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