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Shadow Battlecrab [Merged with Weapon Mods ~Roi]
Fandarel
Trainee
I know you're probably sick of this by now, but, when do you think you'll release a shadow battlecrab that replaces the command section? This one is long-anticapated.
:shadow1:
:shadow1:
Comments
i am trying to modify the death ray weapon for the shadow battlecrab in the buda 5 expansion. at presnt it is fixed, which makes it very hard to take out fighters. i remember in the tv series it was articluated. very similar to the normal cannons in EOC.
i am trying to work out how to get it to articluate like the other weapons. i am doing this by studying the ini files for the articluted weapon, but have not suceeded yet. does anybody know how to do this. i would like to keep all the specs for the, i.e colour, noise beam start location for the current death ray because that is all perfect...i just want it to track the target.
thank you very much in advance to anyone out there who can help
rob
[QUOTE][i]Originally posted by matr5153 [/i]
[B]i am trying to work out how to get it to articluate like the other weapons. i am doing this by studying the ini files for the articluted weapon, but have not suceeded yet. does anybody know how to do this. i would like to keep all the specs for the, i.e colour, noise beam start location for the current death ray because that is all perfect...i just want it to track the target.
thank you very much in advance to anyone out there who can help[/B][/QUOTE]Hi rob,
unfortunately I'm no modeller so I can't help you. But Logic wanted to finish the final version of the Battlecrab "soon" (currently he's out of business due to an illness). So patience could help. :)
Thnaks for the update, i hope Logic gets well soon. i look forward to the final version of the battlecrab. it was a general question anyway really, as i am trying to learn how to do mods, for this and other bits in the game myself. thanks for you help.
rob
[QUOTE][i]Originally posted by matr5153 [/i]
[B]i am trying to work out how to get it to articluate like the other weapons.[/B][/QUOTE]
Unfortunately articulating beam weapons in EoC is not possible. But it is possible to make cannons look like beam weapons, Vorlon Dreadnought HAS tracking beam turrets. Here´s an example for "tracking beam" as I made this:
*subsim *.ini:
[Class]
name=icCannon
[Avatar]
name=lws:/avatars/vorlon_tracking_beam/setup_effects
[Properties]
name=Vorlon tracking beam
; System properties
minimum_efficiency=0.3
hit_points=200
power=30000
repair_rate=20
heat_rate=10
threat=80
; Cannon properties
horizontal_fire_arc=50
vertical_fire_arc=30
projectile_template=ini:/sims/weapons/tracking_beam
capacity=150000
shot_energy_cost=3000
refire_delay=0.0 <--- /makes the thing actually to beam.
no_jitter=1 <---/
; Projectile fire position - the end of the barrel of the gun with respect to
; the attachment point of the weapon
fire_position_translation=(0.0,10.0,4.5)
fire_position_rotation=(0.0,0.0,0.0)
*bullet setup:
[Class]
name=icBullet
[Avatar]
name=lws:/avatars/vorlon_tracking_beam/setup
[Properties]
; The name of the object
name="Vorlon beam"
; Sim mass in kilogrammes
mass=0.0000000001 <----this HAS to be low if you don´t want the ship you´re shooting at fly away at 20+km/s
; Bullet properties
lifetime=0.5
half_time=1
speed=100000
length=100000 <--- the greater the speed the greater this number or Flux don´t detect hits.
penetration=200
damage=100 <--- don´t push it more than 500 or you get some heat problems. A value around 50-300 is good enough, really.
antimatter_based=1
*avatar setup (*.lws):
LWSC
1
FirstFrame 1
LastFrame 100
FrameStep 1
PreviewFirstFrame 1
PreviewLastFrame 60
PreviewFrameStep 1
FramesPerSecond 20.000000
AddNullObject pulser
ShowObject 8 7
ObjectMotion (unnamed)
9
11
0 0 0 0 0 90 1 1 1
0 0 0 0 0
0 0 0 0 0 90 1 0.9400002 1
3 0 0 0 0
0 0 0 0 0 90 1 0.1 1
12 0 0 0 0
0 0 0 0 0 90 1 0.104 1
18 0 0 0 0
0 0 0 0 0 90 1 0.9240001 1
27 0 0 0 0
0 0 0 0 0 90 1 0.992 1
30 0 0 0 0
0 0 0 0 0 90 1 0.9200001 1
33 0 0 0 0
0 0 0 0 0 90 1 0.104 1
42 0 0 0 0
0 0 0 0 0 90 1 0.104 1
48 0 0 0 0
0 0 0 0 0 90 1 0.9200001 1
57 0 0 0 0
0 0 0 0 0 90 1 0.9960001 1
60 0 0 0 0
EndBehavior 2
ShadowOptions 7
AddNullObject
ShowObject 8 7
ObjectMotion (unnamed)
9
1
0 0 0 0 0 0 0.2000007 0.2000007 50000 <---the last number is for the lenght of the beam!
0 0 0 0 0
EndBehavior 1
ParentObject 1
ShadowOptions 7
AmbientColor 255 255 255
AmbIntensity 0.250000
AddLight
LightName end_flare
ShowLight 1 7
LightMotion (unnamed)
9
1
0 0 50 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 1
LightColor 0 255 0
LgtIntensity 1.000000
LightType 1
LensFlare 1
FlareIntensity 0.200000
FlareNominalDistance 2.000000
FlareDissolve 0.000000
LensFlareFade 2
LensFlareOptions 203
FlareRingColor 80 20 10
FlareRingSize 0.220000
FlareDistortFactor 1.100000
FlareRandStreakInt 0.030000
FlareRandStreakDens 50.000000
FlareRandStreakSharp 6.000000
ShadowType 1
AddLight
LightName
ShowLight 1 7
LightMotion (unnamed)
9
1
0 0 0.95 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 1
LightColor 0 255 0
LgtIntensity (envelope)
1
7
0.2500003
0 1 0 0 0
1.26
10 1 0 0 0
0.48
20 1 0 0 0
1.04
30 1 0 0 0
0.2
40 1 0 0 0
1.19
50 1 0 0 0
0.25
60 1 0 0 0
EndBehavior 2
LightType 1
LightFalloff 1
LightRange 300.000000
ShadowType 1
AddLight
LightName
ShowLight 1 7
LightMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 1
LightColor 0 255 0
LgtIntensity (envelope)
1
7
0.2500003
0 1 0 0 0
1.26
10 1 0 0 0
0.48
20 1 0 0 0
1.04
30 1 0 0 0
0.2
40 1 0 0 0
1.19
50 1 0 0 0
0.25
60 1 0 0 0
EndBehavior 2
LightType 1
LightFalloff 1
LightRange 300.000000
ShadowType 1
AddLight
LightName base_flare
ShowLight 1 7
LightMotion (unnamed)
9
1
0 0 0 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ParentObject 2
LightColor 0 255 0
LgtIntensity 0.500000
LightType 1
LensFlare 1
FlareIntensity 0.200000
FlareNominalDistance 2.000000
FlareDissolve 0.000000
LensFlareFade 2
LensFlareOptions 11
FlareRingColor 80 20 10
FlareRingSize 0.220000
FlareRandStreakInt 0.030000
FlareRandStreakDens 50.000000
FlareRandStreakSharp 6.000000
ShadowType 1
AddLight
LightName pulse_flare
ShowLight 1 7
LightMotion (unnamed)
9
8
0 0 0 0 0 0 1 1 1
0 0 0 0 0
0 0 0 0 0 0 1 1 1
10 1 0 0 0
0 0 1 0 0 0 1 1 1
20 1 0 0 0
0 0 0 0 0 0 1 1 1
21 1 0 0 0
0 0 0 0 0 0 1 1 1
40 1 0 0 0
0 0 1 0 0 0 1 1 1
50 1 0 0 0
0 0 0 0 0 0 1 1 1
51 1 0 0 0
0 0 0 0 0 0 1 1 1
60 1 0 0 0
EndBehavior 2
ParentObject 1
LightColor 255 255 0
LgtIntensity 1.000000
LightType 1
LensFlare 1
FlareIntensity 0.200000
FlareNominalDistance 2.000000
FlareDissolve 0.000000
LensFlareFade 2
LensFlareOptions 15
FlareRingColor 80 20 10
FlareRingSize 0.220000
FlareStarFilter 5
FlareRandStreakInt 0.030000
FlareRandStreakDens 50.000000
FlareRandStreakSharp 6.000000
ShadowType 1
ShowCamera 1 7
CameraMotion (unnamed)
9
1
0 0 -4 0 0 0 1 1 1
0 0 0 0 0
EndBehavior 1
ZoomFactor 3.200000
Resolution 1
PixelAspectRatio 2
SegmentMemory 9000000
Antialiasing 0
AdaptiveSampling 1
AdaptiveThreshold 16
FilmSize 2
FieldRendering 0
MotionBlur 0
DepthOfField 0
SolidBackdrop 1
BackdropColor 0 0 0
ZenithColor 0 40 80
SkyColor 120 180 240
GroundColor 50 40 30
NadirColor 100 80 60
FogType 0
DitherIntensity 1
AnimatedDither 0
RenderMode 2
RayTraceEffects 0
ClipRayColors 0
DataOverlayLabel
FullSceneParamEval 0
ViewMode 0
ViewAimpoint 0.000000 0.000000 0.000000
ViewDirection -1.480037 -0.532326 0.000000
ViewZoomFactor 42.732960
GridNumber 40
GridSize 1.000000
ShowMotionPath 1
ShowBGImage 0
ShowFogRadius 0
ShowRedraw 0
ShowSafeAreas 0
ShowFieldChart 0
There is a bug, though. When your target is moving you see the beam "multiplying", I haven´t found a solutin to this:confused: