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Shadow Battlecrab [Merged with Weapon Mods ~Roi]

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:

Comments

  • Check this [URL=http://forums.firstones.com/showthread.php?s=&threadid=5411]thread[/URL]
  • weapon mods

    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
  • Re: weapon mods

    [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. :)
  • Roi,

    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
  • VladimirVladimir Trainee
    Re: weapon mods

    [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:
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