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i was wondering if there was any way to adjust a beam weapon to taget the way a front quadrant turret does. this would be very useful for a ship such as a raven. it would allow the CPLs to fire directly ahead OR in the direction of a targeted ship if the target ship was inside a certian angle of the front of the ship. EVNEW does not however have a front quadrant beam setting, so i was wondering
(please no degrading posts about the second question, i am well aware that the chances of this are slim to none, but it is an idea)
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Set it as a turreted beam, and check the flags for blind spot to the sides and rear. Should do the trick.
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Quote
Originally posted by slouch: **Set it as a turreted beam, and check the flags for blind spot to the sides and rear. Should do the trick.
**
i have done this before, the problem is that it cannot be used without targeting something. i want it to be able to fire straight ahead if nothing is targeted, which makes it more useful in a melee. and since beams are not handled as submunitions i can't use that technique either.
(This message has been edited by Cunjo (edited 02-25-2004).)
Then you're out of luck, there's no "guidance" that does that.
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Zacha's right, Cunjo. Unfortunately, there is no way to correctly emulate the behavior of a front-quadrant weapon without using a front-quadrant weapon. Sorry dude.
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Is this close?
Make an outfit grant two beams, one turreted (front quarter) and one unturreted, both of them secondary (so the player can't use both at once) and both with the same beam color and damage settings. Refer to them in the sidebar as "Beamer - Tracking" and "Beamer - Not Tracked." The outfitter desc says it's one weapon with two modes -- who's to know?
There are some extra details to attend to, I'm sure.... maybe you'll have to mark one of the weapons "AI doesn't use" so non-player ships don't fire both at once and get double power (or quadruple, thanks to a current engine bug -- or do AI ships never fire multiple secondaries at the same time?). If it's possible, you may need an "invisible" outfit for the 2nd beam to keep it from annoyingly vanishing from your ship when you land on a planet.
There's at least one TC under development that does something a smidgon like this, but it's a generic enough (and public enough) trick that the author hopefully won't mind my mentioning it here....
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(This message has been edited by Dr. Trowel (edited 02-25-2004).)
I have something that might simulate 2 things at once:
front-quadrant beams & lagging beams
If you have a weapon that fires a solid-color projectile extremely fast so that there is no perceptible gap, would this simulate a beam weapon along with "beam lagging", similar to turret lagging?
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wouldn't work, there are issues with the weapos sprite, you COULD make a really long beam like sprite, but it wouldn't impact the target until it has passed halfway through it, ind if it ISN'T really long then it won't look remotely like a beam.
Originally posted by Dr. Trowel: **Is this close?
Make an outfit grant two beams, one turreted (front quarter) and one unturreted, both of them secondary (so the player can't use both at once) and both with the same beam color and damage settings. Refer to them in the sidebar as "Beamer - Tracking" and "Beamer - Not Tracked." The outfitter desc says it's one weapon with two modes -- who's to know? ... **
Possible, though a little annoying. However, one outfit cannot grant two weapons, you have instead to make the first, visible outfit have Gxxx in its OnBuy field, and this second xxx invisible outfit grants the second weapon. You would also have to take care that, whenever you sell the main visible outfit you also have to make the game get rid (by a Dxxx in the Onsell field) of the invisible one. But it should work, should you take enough care of the issues that can appear (for instance, if the first outfit is persistant, then the second invisible one must be, if the first outfit is only-by-mission-operators persistant, the second should be the same, etc...), and make sense that the beam is secondary trigger (by making it powerful but energy-consuming), or people will wonder why this sh*t has to be triggered separately.
However, trying to emulate a beam with a non-beam is an already lost battle.
EDIT: Guess what? Yes, the UBB.
(This message has been edited by Zacha Pedro (edited 02-26-2004).)
Trowel's method might WORK, as in you'd be able to do it, but that would be useless in combat, having to toggle between 2 (or possible even more) secondary weapons all the time.
But wouldn't a front quadrant weapon with really fast refire with a purple small blob as its sprite emulate a front quadrant CPL okay? You wouln't create one long sprite, instead many small ones.
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I don't think so, as if it is too fast (and we expect beams to be instantaneous) it will be only drawn once a frame, so you will have fast, spaced purple dots.
well then, i guess we just have to hope for an evntual EV4. because it is obviously not going to work this way. thanks anyways guys.