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Laser colours
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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 10, 2008 9:41 pm    Post subject:  Laser colours Reply with quote  Mark this post and the followings unread

How on earth do you change the colour of a laser weapon? All I seem to be able to get is sometimes a green or turquoise inner laser and a red outer laser, I don't seem to be able to control that at all. What is the logic behind:

LaserInnerColor=
LaserOuterColor=
LaserOuterSpread=

?? This is driving me nuts, all I want are Neon Green and Neon Blue lasers!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Aug 10, 2008 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lasers are Hard-coded to be appear red in-game. It was discussed here a while ago.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 10, 2008 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blah. How annoying. Ah well, ETS feature anyone? Smile

How do I at least get the middle beam to come up in a nice blue/green?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 10, 2008 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

LaserInnerColor=red,green,blue

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Paranoia
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Joined: 04 Aug 2007

PostPosted: Mon Aug 11, 2008 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

just use a railgun instead

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Aug 12, 2008 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Why should it be hardcoded?

Code:
LaserInnerColor=0,0,255
LaserOuterColor=0,0,255
LaserOuterSpread=0,0,255


The above example produces a nice, deep blue (lol) laser beam.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Aug 12, 2008 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Only the inner part of the laser will follow what the tags say, the outer part is always red in TS...

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Aug 12, 2008 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want green or blue lasers just use the railgun logic instead of the laser. don't think i made myself very clear up there

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You still haven't, how exactly do you do that?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Aug 12, 2008 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use these lines in your laser weapon

IsRailgun=true
AttachedParticleSystem=(LaserParticleSystem)
AmbientDamage=0 <--- cause you want the railgun to act as a laser


Make a particle system like this.


[LaserParticleSystem]
HoldsWhat=SmallRailgunPart
BehavesLike=Railgun
SpiralRadius=6 { You might not want these (the
ParticlesPerCoord=.1 { spirally effects in the railgun)
SpiralDeltaPerCoord=.035 {
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=255,128,0 <--- Adjust colour to your liking (R,G,B) i think it is




Sorry for not making myself clear a second time.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, nice one, I'd never have worked that out Smile

Cookies and credits to you in my mod Smile

Edit: Implemented, but now apparently Burst= doesn't work Confused

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Last edited by Somebody Else on Tue Aug 12, 2008 2:04 pm; edited 1 time in total

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GameMaster0000
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Joined: 23 Mar 2006
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PostPosted: Tue Aug 12, 2008 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only one problem is railgun logic can't work with charge anim(like Obelisk Of Light)

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Aug 12, 2008 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Only the inner part of the laser will follow what the tags say, the outer part is always red in TS...


Ermm...no? Razz

This screenshot was made using the tags I posted above, without railgun logic.


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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

WHAT THE... I swear I tried for three hours to get good colour lasers... Post the whole weapon code pls, I tried this already!

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Alurcas
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Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Aug 12, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Weapon itself:
Code:
[AALaserFire]
Damage=400
ROF=20
Range=16
Speed=100
Warhead=Super
Report=OBELMOD1
LaserInnerColor=0,0,255
LaserOuterColor=0,0,255
LaserOuterSpread=0,0,255
LaserDuration=18
Projectile=AALLine
IsBigLaser=true
IsLaser=true
Charges=yes


Projectile:
Code:
[AALLine]
Inviso=yes
Image=none
AA=yes
AG=no  ;changed to yes for that screenshot ;-)

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, WHY IS THIS NOT WORKING, I duplicated your weapon EXACTLY and it still has the red background laser. !??!?

(Except that my models don't have a charge anim, maybe that is it?)

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Aug 12, 2008 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't imagine that it is caused by the presence of a charge anim.

Do you have FS or just vanilla TS?

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

FS 2.03, with ETS. Blaagh, I can get nice lasers with the railgun thing, but it can't do burst fire ><

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Aug 12, 2008 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I don't know either, sorry. Sad

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Aug 12, 2008 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are 2 options:
1. you are working with an unpatched game, which may include the correct codes
2. you have hacked the game to let those tags work
There are multiple researches which all say the same: the outer part of lasers is red, always.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Aug 12, 2008 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't you make a fake laser? Add laser flames to the railgun?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2008 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somebody Else wrote:
I can get nice lasers with the railgun thing, but it can't do burst fire ><

ParticlesPerCoord=0 Wink

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got that tag there LKO, it still doesn't do burst fire, or at least not properly, it switches sides like it is supposed to but the ROF is very slow, possibly the same as the ROF for the normal weapon.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2008 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

add a new particle which has only a very low MaxEC value
e.g.
Code:

[FastRailgunSys] ;particlesystem
HoldsWhat=FastRailgunPart
BehavesLike=Railgun
SpiralRadius=6
ParticlesPerCoord=0
SpiralDeltaPerCoord=.035
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=255,127,127

[FastRailgunPart] ;particle
BehavesLike=Railgun
MaxEC=1
ColorList=(250,0,0),(0,0,0)
ColorSpeed=.05
Velocity=1.5

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, still doesn't work Sad

Edit: Would have helped if I added it to Particle list. Haha.

Edit2: Still broked Sad

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2008 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

then is something wrong on your weapon.

i use this for small laser with a very rapid burst and they work.
check if you don't have BurstDelay on your weapon.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Aug 12, 2008 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

This works just as Lin Kuei described a perfectly working rapid firing laser.


[LaserFire3]
Damage=10
AmbientDamage=0
ROF=10
Range=6
Projectile=Invisible
Speed=100
Warhead=LaserShot
Anim=GUNFIRE
IsRailgun=true
AttachedParticleSystem=RapidLaserSys
Report=LASTUR3 ; don't directly copy this one as this is a sound i added myself


[RapidLaserSys]
HoldsWhat=SmallRailgunPart
BehavesLike=Railgun
SpiralRadius=6
ParticlesPerCoord=0
SpiralDeltaPerCoord=.035
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=255,0,0

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Wed Aug 13, 2008 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
There are 2 options:
1. you are working with an unpatched game, which may include the correct codes
2. you have hacked the game to let those tags work
There are multiple researches which all say the same: the outer part of lasers is red, always.


There must be a third option, because:

1. I'm working with FS, v.2.03.
2. Actually, hacking the game would be quite complicated for me, I'm just learning some C, C++ and don't know much about hacking exe's.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alurcas wrote:

all i can see here is the centre line.
Let me guess, you have detaillevel set to low so the red glowing beam isn't shown.
Or you set LaserDuration very high so the inner line is shown longer than the red beam.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Aug 13, 2008 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Paranoia, add Burst=3 or whatever to your weapon, it doesn't work Sad

LKO, I'm wondering if the Blue line is tied to the AALLine projectile??

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somebody Else wrote:
LKO, I'm wondering if the Blue line is tied to the AALLine projectile??

no, definitely not. the projectile is just an invisible dummy for laser.

\EDIT
i checked now my code, tested it also ingame and have to admit that isn't that fast as i described/remembered it.
It fires definitely slower than a normal burst. But still much faster than the normal MMKII railgun.

I also tried several values, but couldn't find a super fast railgun.

\EDIT
tested now ROF=1 and got a super fast railgun how i've wanted it
it seems that the ROF key also defines the Burstdelay for railguns.
And BurstDelay doesn't seems to work on railguns.

So finally all you can do is divide the ROF by the number of bursts and set Burst=2 so the weapon switches between left/right.
A higher Burst wouldn't change anything.

e.g. the following both would have the same firepower, though they would fire ingame a bit different
[norailgun]
ROF=100
Burst=5

[withrailgun]
ROF=20
Burst=2
IsRailgun=yes
AttachedParticleSystem=FastRailgunSys

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Aug 13, 2008 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that is the best solution. Thanks for your help.

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Wed Aug 13, 2008 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Let me guess, you have detaillevel set to low so the red glowing beam isn't shown.
Or you set LaserDuration very high so the inner line is shown longer than the red beam.


Ah yes, LKO got it. Detail level was set to medium. But even when I'm playing with high details, the red outer line is barely visible. I can say that when you do not look very closely, you can't even see it.

LaserDuration is set to 18, I posted the weapon code some posts above. But it makes no difference, at medium detail level the red outer line doesn't appear.

€: By the way, IMO lasers with outer line look much to fat for a laser. Like car headlights or something Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks perfect for the Obelisk, but much to wide for the normal Lasers yeah...

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Aug 13, 2008 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oo, maybe I should just use medium detail level Very Happy Working burst lasers ftw!

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