Its a read beam, almost like the repairlaser, just with more *oomph* and stronger. Firing sound is also cool. And its quick firing (in AI hands).Hm. I'm curious what it looks like.
Big improvement over the lame white vanilla thing.
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Its a read beam, almost like the repairlaser, just with more *oomph* and stronger. Firing sound is also cool. And its quick firing (in AI hands).Hm. I'm curious what it looks like.
Yes, that's exactly it.Killjaeden wrote:Its a red beam, almost like the repairlaser, just with more *oomph* and stronger. Firing sound is also cool. And its quick firing (in AI hands).Hm. I'm curious what it looks like.
Big improvement over the lame white vanilla thing.
The hard-coded beams are insta-hit DoT weapons (nothing is going to change that - at least if you want to keep the AI-Player performance the same). If by narrowing the gap you mean the difference in performance between AI control and Player control then, the answer is simple (Bullet life needs to be the same as the refire interval).Mizuchi wrote:1) Can the default beam mechanics be tweaked to narrow the gap and replace the charge/DoT with a balanced "if it hits it hits" dynamic?
Oh, don't get me wrong: I'm not saying that anything you said did. I was just putting that out there as a statement my own guiding principle and as the reasoning beyond anything I write.Roger L.S. Griffiths wrote:Ditto on the KISS, but nothing I have stated contrevenes that (technical explainations aside)
Someone suggested, in another thread, using a hitbox the size of the entire beam with an extremely low bullet speed and lifetime. I don't believe anyone's tried it, but I can foresee some issues. Theoretically, it would have extremely short range and the AI would never shoot from the correct distance because it doesn't take bullet size into account. Also, if the reference point of the bullet is not at the very rear, then the "beam" will appear to either be centered on the ship or extend in the opposite direction. It may even strike the firing ship if it collides with it - don't know if this is accounted for in the engine.Osiris454 wrote:I don't even know if this is possible with the engine, but here's my idea.
Assuming that the hitbox is located at the front of the fired weapon (I'm thinking it's an actual invisible cube), how about moving it to the center of the beam's duration, resizing the box so that it's the length of the beam while having the same width and height of the fired beam. This way the hitbox encapsulates the beam and anyone attempting to pass through it would be the same as if they were shot by it directly.
Egosoft Beam type weapons are DoT weapons with very specific hard-coded behaviour, no amount of modding can change that.Italianmoose0 wrote:Huzzah, I think I timed my return to a little bit of X3TC modding right. I have a problem, a phaser problem. I have the noise, but I think it may possibly be in the wrong place, as the sound of the firing loops when it's set as a beam, so I get desynchronised (goodness knows if that's spelt right) sounds-the laser fires, and the 'pew' noise is way out. This is a pain, especially as when I turn the beam flag off, the noise goes off when the thing fires. Is it possible to have the long beam model mentioned previously, but a very fast bullet speed, hopefully creating the look of a burst of light coming from the guns, which moves away quickly, or something, which would be theoretically much more like a laser, compared to the 'at all places simultaneously' beams we have now? Please ask if this doesn't make any sense, I'm a bit of a rambler ;P
I think the point is that some people want the beam look but with different mechanics to what Egosoft have provided us with.Killjaeden wrote:how do you want to replace a beam weapon with another weapons?
It wouldnt be beam anymore (obviously). If its a high rate of fire laser then the AI also has a "dissadvantage" over the player, because it can't use the full potential. Applies to almost all weapons actually.
The simple solution there is to use something like EES to limit what weapons the AI spawns with. BTW as of the next release of EES, MD OBS generated ships will use EES to equip them.Killjaeden wrote:Also - you dont really want strong, instahit weapons. Because the player loses his ability to dodge. Which might sound fair on paper. However, if the AI would be equal to the player in terms of killing ability then the player basically loses all the time. AI can pull out new ships out of its arse and throw them at the player (in packs), the player has to use the reload button.