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Beam to move things with
Posted: Sat Sep 15, 2012 5:28 pm
by Draco
I am trying to make a beam weapon that can move vehicles. For example I shoot it at a Sabre, and aim upwards it moves it upwards, or just move it up and left and throw it away somewhere. That kind of. Any ideas how to make if even possible?
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:17 pm
by S.cavA.rmyG.en
Draco wrote:I am trying to make a beam weapon that can move vehicles. For example I shoot it at a Sabre, and aim upwards it moves it upwards, or just move it up and left and throw it away somewhere. That kind of. Any ideas how to make if even possible?
yes it is possible.
there are many ways to do it depending on what you want it to do.
1.do you want it to just move the thing you point it at or move every thing to where yor pointing?
2.do you want it to do damage or not?
3.do you want it to effect other ordence?
4.do you want it to pass through units?
5.what range do you want it to have?
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:30 pm
by Zero Angel
'Magnet' classlabel for the ordnance (like sonic blast), also a negative shotradius for the ordance (to prevent it from colliding with things and exploding). The slide ray included in FE as well as the one included in the TVEditor for 1.3 has a similar function.
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:32 pm
by Draco
S.cavA.rmyG.en wrote:Draco wrote:I am trying to make a beam weapon that can move vehicles. For example I shoot it at a Sabre, and aim upwards it moves it upwards, or just move it up and left and throw it away somewhere. That kind of. Any ideas how to make if even possible?
yes it is possible.
there are many ways to do it depending on what you want it to do.
1.do you want it to just move the thing you point it at or move every thing to where yor pointing?
2.do you want it to do damage or not?
3.do you want it to effect other ordence?
4.do you want it to pass through units?
5.what range do you want it to have?
1. The vehicle I am pointing at is the one I want or throw anywhere I want to.
2. Nope, no dmg.
3. Uhm, no.
4. No.
5. 200m?

Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:38 pm
by S.cavA.rmyG.en
ordemce
Code: Select all
[OrdnanceClass]
classLabel = "MagnetShell"
shotSound = "sonic03b.wav"
shotGeometry = NULL
shotRadius = -40.0
xplGround = "xsonicgnd_c"
xplVehicle = "xsoniccar_c"
xplBuilding = "xsoniccar_c"
renderName = "flash_a.render"
ammoCost = 30
lifeSpan = 1.5 // 150m
shotSpeed = 100.0
damageValue(N) = 0 // none
damageValue(L) = 0 // light
damageValue(H) = 0 // heavy
damageValue(S) = 0 // standard
damageValue(D) = 0 // deflection
damageValue(A) = 0 // absorbtion
[MagnetShellClass]
triggerDelay = 0.0
fieldRadius = 10.0 // 20.0 // 2.76
objPushCenter = 0.0
objPushEdge = -30.0
objDrag = 2.1
ordPushCenter = 0.0 // 300.0 // 700.0
ordPushEdge = 0.0 // 30.0 // 500.0
ordDrag = 0.0
weapon
Code: Select all
[WeaponClass]
classLabel = "machinegun"
altName = "" //what you named this weapon -.odf
ordName = ""// what you named the ordence -.odf
wpnName = ""//what ever you want
fireSound = "gchain01.wav"
wpnReticle = "gchain"
wpnCategory = "CAN"
isAssault = 0
flashName = "gchain_a.flash"
aiRange = 200
[CannonClass]
shotDelay = 0.1
shotVariance = 0.05
power up
Code: Select all
[GameObjectClass]
geometryName = "apcann00.xsi"
classLabel = "wpnpower"
scrapCost = 10
scrapValue = 0
maxHealth = 150
maxAmmo = 0
unitName = NULL
aiName = "PowerUpProcess"
lightHard1 = "hp_light_1"
lightName1 = "omnipurple"
[PowerUpClass]
soundPickup = "pickup01.wav"
soundReject = "reject.wav"
[WeaponPowerupClass]
weaponName = ""//what you named this weapon -.odf
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:43 pm
by Draco
Wait wait, how do I use that code? Where do I put it

? As in, is that the ODF in a whole or what?
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:47 pm
by S.cavA.rmyG.en
Draco wrote:Wait wait, how do I use that code? Where do I put it

? As in, is that the ODF in a whole or what?
save it as a .odf name it how you want and put it in the addion folder.
you still need to do some editing where it i put //
that and you need a odf for the power up.
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:49 pm
by Axeminister
There is a rocket in X-mod that does that. You press button and hold to hit enemy, point at the landscape somewhere and release and the weapon slings the enemy there.
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:52 pm
by Draco
It's assault? What? ...
Re: Beam to move things with
Posted: Sat Sep 15, 2012 6:54 pm
by S.cavA.rmyG.en
Draco wrote:It's assault? What? ...
fixed it re-copy the weapon and I added a power up .odf
so dose It work or dose it need work?
Re: Beam to move things with
Posted: Sat Sep 15, 2012 7:06 pm
by Draco
Well apparently...
1) The explosions damaged the objects.
2) The beams moved slowly...
3) They only pushed objects away? Can't even get them up.
4) Move forward it pushed me forward quite fast.
I wanted a beam I could hold a sabre with and move it freely. Not push it away...
Re: Beam to move things with
Posted: Sat Sep 15, 2012 7:14 pm
by S.cavA.rmyG.en
Draco wrote:Well apparently...
1) The explosions damaged the objects.
2) The beams moved slowly...
3) They only pushed objects away? Can't even get them up.
4) Move forward it pushed me forward quite fast.
I wanted a beam I could hold a sabre with and move it freely. Not push it away...
ok let me see....
try this ordence.
Code: Select all
[OrdnanceClass]
classLabel = "MagnetShell"
shotSound = "sonic03b.wav"
shotGeometry = NULL
shotRadius = -40.0
renderName = "flash_a.render"
ammoCost = 30
lifeSpan = 1.5 // 150m
shotSpeed = 2e3
damageValue(N) = 0 // none
damageValue(L) = 0 // light
damageValue(H) = 0 // heavy
damageValue(S) = 0 // standard
damageValue(D) = 0 // deflection
damageValue(A) = 0 // absorbtion
[MagnetShellClass]
triggerDelay = 0.0
fieldRadius = 30.0 // 20.0 // 2.76
objPushCenter = 0.0
objPushEdge = -30.0
objDrag = 2.1
ordPushCenter = 0.0 // 300.0 // 700.0
ordPushEdge = 0.0 // 30.0 // 500.0
ordDrag = 0.0
Re: Beam to move things with
Posted: Sat Sep 15, 2012 7:27 pm
by DarkCobra262
Makes me think of a tractor beam but like a tug?
Re: Beam to move things with
Posted: Sat Sep 15, 2012 7:33 pm
by S.cavA.rmyG.en
untested
Code: Select all
[OrdnanceClass]
classLabel = "MagnetShell"
shotSound = "sonic03b.wav"
shotGeometry = NULL
shotRadius = 10
renderName = "flash_a.render"
ammoCost = 30
lifeSpan = 1.0 // 200m
shotSpeed = 2e2
damageValue(N) = 0 // none
damageValue(L) = 0 // light
damageValue(H) = 0 // heavy
damageValue(S) = 0 // standard
damageValue(D) = 0 // deflection
damageValue(A) = 0 // absorbtion
[MagnetShellClass]
TeamFilter = 4
triggerDelay = 0.0
fieldRadius = 40.0 // 20.0 // 2.76
objPushCenter = 0.0
objPushEdge = -30.0
objDrag = 4.1
ordPushCenter = 0.0 // 300.0 // 700.0
ordPushEdge = 0.0 // 30.0 // 500.0
ordDrag = 0.0
Re: Beam to move things with
Posted: Sat Sep 15, 2012 7:38 pm
by Ded10c
Scav, it would have been much better to let him figure it out himself from tips we gave him than to simply do it for him.