Are (continuous) beam weapons possible?

Discussion in 'Mod Discussions' started by killerkiwijuice, November 4, 2014.

  1. killerkiwijuice

    killerkiwijuice Post Master General

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    I'm thinking about adding a beam/laser type weapon to my giant dox.

    It's going to be like the scarab laser in Halo.

    I don't know how to make this kind of weapon or ammo. So, is there some kind of program used to create these weapons? Is it even possible?
  2. SXX

    SXX Post Master General

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    There is some really big problem with beam weapons on round planets except it's not anti-air or your bot isn't just extremely high. :)
  3. cola_colin

    cola_colin Moderator Alumni

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    I think it was either @elodea or @burntcustard who posted this in the irc a few days ago.
    From what I understand it's a hack, but at least the screenshot looks awesome
    [​IMG]

    EDIT:
    As can be seen in the screenshot it was @elodea xD
  4. killerkiwijuice

    killerkiwijuice Post Master General

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    It's only three times bigger than the normal dox, so about the size of the commander.

    Since the planets are round i thought there would be a cut-off distance so it doesn't go on forever.
  5. elodea

    elodea Post Master General

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    Yes it's possible, but very finnicky to get 100% perfect looking and working (even this example is not very good, and i had to make some tradeoffs to get this far).
    [​IMG]

    Use a soft dot particle emitter of whatever colour with high emission rate as your fx trail then use high alpha value to smooth it out. Then define a high velocity in the ammo json file, and a highish rof in the weapon tool json.

    Be careful too high velocity and the game will not render the full 'beam' properly (there will be gap between the muzzle bone and where the game renders the start point of the beam). Too low velocity, and it will not look like a real laser.

    Too high rof and it will lag the game with too many units doing it. Too low rof and it will look weird when you have your unit shooting while moving.

    The beam weapons will also start shooting into the ground past ~90 range instead of properly hitting their targets.
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    Haha so it is a hack.

    Thanks, I'm going to test this out.
  7. cola_colin

    cola_colin Moderator Alumni

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    That 90 probably depends on the height of the unit and the size of the planet/or the specifc form of the ground in the area if you have a heightrange above 0?
    elodea likes this.
  8. optimi

    optimi Well-Known Member

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    That's awesome :eek:
  9. elodea

    elodea Post Master General

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    Maybe, i didnt calculate exactly or try different models like commander with a higher muzzle bone. From just using random uber planets, it seemed like 90 was the maximum range to get the sheller model to reliably hit regardless of radius or terrain.

    The size of the target didn't seem to matter either.
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    So i'm looking at one of the .pfx files.

    I've never edited these before, so i'm wondering what these different "spec" categories are. There are a total of 3 for the bullet_proj_trail.pfx (i made a copy of this one, it was the default dox weapon trail, so i'm going to just change the paths for the giant dox)

    How do I know which spec to edit? (trial and error?)

    Figured it out with trial and error

    EDIT: my god there are so many paths to keep track of.... bullets, ammo, trails, effects, tools, etc.
    Last edited: November 5, 2014
  11. cola_colin

    cola_colin Moderator Alumni

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    How well do they btw hit targets? Like can they reliably hit air units?
    Lasershow?
  12. killerkiwijuice

    killerkiwijuice Post Master General

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    I'm wondering how you kept track of the seemingly endless amount of paths to edit the weapon.
  13. wondible

    wondible Post Master General

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    As a general rule there is one spec for each 'entity'. The unit's main body is one. Each turret can potentially turn and track independently, so that's another entity. Each shot (ammo) has a location, velocity, etc, so that's another entity. At least PBAOE ones have an explosion entity. PFX are visual only, not game objects, so those are fairly separate things.

    Could it have been made more user friendly? Likely; a lot of the implementation details are showing.
  14. killerkiwijuice

    killerkiwijuice Post Master General

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    Is there a way to get rid of the annoying single-line code? I keep on having to format it in jsonlint; this makes it much worse.
  15. wondible

    wondible Post Master General

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    My mod process auto-formats all the files and I haven't had any trouble with the formatted ones, but I haven't touched all types.
  16. elodea

    elodea Post Master General

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    Sure, they can hit air if you put high enough pitch/yaw rate.

    But why stop at air? =D
    [​IMG]
    [​IMG]
  17. killerkiwijuice

    killerkiwijuice Post Master General

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    I'm actually doing something correct right now. I've already gotten my giant dox to shoot ultra-fast bullets. I think i can even make it shoot dox.

    I'll post some screens later :)

    I'll be putting the final version in the REL section tomorrow/in 18 hours. It's going to be called Dox4Lyf Mod. Like boom bot wars, except with dox.
  18. superouman

    superouman Post Master General

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    Put that weapon on a satellite and you made the coolest unit in PA.
  19. Geers

    Geers Post Master General

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    Stick it on the Anchor. If a beam weapon were to be added I'd want it on the Anchor.
  20. superouman

    superouman Post Master General

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    The actual energy beams on the Anchor already look quite nice but i always envisioned it to have an energy beam and the SXX have the powerful short beams.


    If an enemy unit moves through an active energy beam, does it cut it and take the damage?


    And remember, don't cross the <strike>streams</strike> beams.

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