(outdated) Advanced Weapon Customizing Techniques

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Arcalane
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(outdated) Advanced Weapon Customizing Techniques

Post by Arcalane »

I figured it was about time we made one of these. This is for advanced ways of customizing one's weapons, beyond string extraction, modification and reinjection. Things like how to properly add overlaid weapons, and which ones look good (and bad) as well as other useful combos and so on.

We'll start with one of the oldest in the book, if you ask me;

Shockbeamer Overlay
Originally created by myself in an attempt to make more visually appealing super beams, the Shockbeamer Overlay is simple; it consists of two shockbeamers. Both have exactly the same stats apart from damage and colour. Both are in exactly the same position and have exactly the same fire arc. Both should have 0 deviation and 0 init deviation (due to the randomness the beams can split, which will look ugly!) as well.

Important note; both beams should have a max charge time and max damage multiplier of 1. This ensures that they do not overcharge or deal extra damage on their first shot. Although you could make them do that if you really wanted to, I suppose.

One beam (the 'core') should be white, and functions as the white part of the beam. The other (the 'exterior' or 'outer') should be whatever colour you want, and functions as the outer colour of the beam; red, blue, green, whatever.

This is a basic example of the technique in action;
Image

Weapon codes;

Code: Select all

weapon|ShockBeamer|5|-1|-1|900|6|-1|2500|0|0.90|Main Beam Core|16777215|300|1|0|1|1|-1|1|1
weapon|ShockBeamer|5|-1|-1|900|18|-1|2500|0|0.90|Main Beam Exterior|16711808|300|1|0|1|1|-1|1|1
The outer beam is purple, and the inner is white. Thus you get this nice overlaid effect. Tweak the inner/outer damage to your tastes until the beam looks right.

Rule of thumb; the outer beam's damage should be 3 to 5 times the inner beam's damage.

Adapting to High-Powered Weapon Levels
This is actually really easy to adapt to higher-powered balance levels. I have to thank Lizzie for inventing this adaptation. All you need to do is add another beam (ideally a Megabeam) that functions like a damage injector. With identical stats to the other beams save damage and a white colour, it will function as the damaging part of the main gun. Bingo; now you've got a good-looking super gun that isn't retardedly big!

The only noticeable part of it might be an extra white section before the beam's actual initiation, like so;

Image

Injector code;

Code: Select all

weapon|MegaBeam|5|-1|-1|900|5000|-1|2500|0|0.90||16777215|300|-1|0|-1|-1|-1|1|1
~~

Turret Covering
Turret Covering is the act of hiding one gun under another, for any number of purposes. Some people could argue about the right and wrong way to do this for hours. I'll just cover the basics.

The two weapons should be in exactly the same position (X/Y coordinates), and their range, arcs of fire and turning speed should be the same. The "cover" weapon should be placed after, so that it appears on top of the actual weapon.

In most cases, the easiest way to make the cover weapon nonfunctional is to set it's Burst stat to 0; this works with no errors in most cases, and 0 shots is 0 shots after all; the weapon will not play it's firing animation or sound, either.

This can also be used for other visual effects, such as targeting lasers as demonstrated on a number of my KMC ships. These harmless 0-damage consta-fire mining beams work in conjunction with the turret to help you easily determine where, and what, the turret is, or will be, aiming at. From a in-universe standpoint, they also increase the turret's target acquisition behaviour, thus reducing the deviation between shots.

Ex 1: Laser Targeters
Image

Extensive use of turret covering is not advised, however, as it may make it difficult to properly identify which turrets are which, especially in the case of demeter turrets. Use it sparingly if at all possible!

Note that modules can also be incorporated in certain cases, for example the Orion Shipyards Ion Torpedoes use a modified Flux Projector that is essentially nonfunctional and simply there to make the launcher more visually pleasing despite it's deformed shape.

Ex 2: Flux/Pulsar Combo; "Ion Torpedo" Editor View
Image

Finally, a live example from the Orion Shipyards Skimmer Patrolship. The Skimmer uses six particle cannon turrets that are beamers hidden under railguns. Below we have the Particle Cannon in the editor!

Ex 3a: Railgun-Beamer Combo; "Particle Cannon" Editor View
Image

And now, we have the Particle Cannon in action. Railguns work very well with Beamers.

Ex 3b: Railgun-Beamer Combo; "Particle Cannon" Ingame View
Image

~~
ChaosTheory wrote:Moar beam laying stuff.

Image

The IonStream style involves a ShockBeamer glow, a Beamer damage-inducer, and a ScatterBeam core. Some other form of weapon is placed on top to cover the bunch.

weapon|ShockBeamer|135|0|1|75|10|-1|2000|0|2||2763306|28|1|0|1|0|-1|1|1
weapon|Laser|135|0|1|75|100|-1|2000|0|2||16711680|30|1|0|-1|-1|-1|1|1
weapon|ScatterBeam|135|0|1|75|30|-1|2000|0|2||-1|32|1|0|-1|-1|-1|1|1

In that order.
Last edited by Arcalane on Tue Sep 23, 2008 1:55 am, edited 3 times in total.
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antisocialmunky
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Post by antisocialmunky »

Sweet thread, I bet CT will have some good ones if he's willing to part with them. :D
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Post by Water_and_Wind »

You can also play around with the clipsize to get a beam that builds up and then dies down.
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Post by ChaosTheory »

How about the Laser Lawn Mower to start?

First place a shock beamer wherever you want as the center of the blade.

weapon|ShockBeamer|180|0|1|300|20|-1|100|30|30||-1|200|100|360|1|0|-1|1|1

Mod it, color it, etc. Now add a beamer on top of it with the same general stats to do the actual damage.

weapon|Laser|180|0|1|300|25000|-1|100|30|30||-1|200|10|360|-1|-1|-1|1|1

And presto, you have this:

Image

Image
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Post by Venator »

Thanks for the tutorial on the beam layering - I've started using it to awesome-looking effect :D.

Chaos Theory - the "Disk of Doom" is pretty cool, but what I'm dying to know is how you made the Tacyhons on the Chainship.

I think it's something to do with multiple guns and tach lifetimes, but darned if I can figure it out.
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Post by ChaosTheory »

That was Mthemja's design. It involves 12 tachs with increasing bullet speed but 1 lifetime, and 12 boosters that fire once and put all the tachs into firing synch. The problem is, it can only be used once, so I'll have to see if I can modify it.
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antisocialmunky
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Post by antisocialmunky »

Hey, your lawn mower gave me an idea for a pacman laser but since deviation works differently than projectiles so poo.:-\
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Post by Venator »

That was Mthemja's design. It involves 12 tachs with increasing bullet speed but 1 lifetime, and 12 boosters that fire once and put all the tachs into firing synch. The problem is, it can only be used once, so I'll have to see if I can modify it.
Ahh, thanks. I knew it'd be fairly complex, but that's wayy beyond what I'd considered.
antisocialmunky wrote:Hey, your lawn mower gave me an idea for a pacman laser but since deviation works differently than projectiles so poo.:-\
You could conceivably do it still; a set of beamers creating the basic shape, then two other sets with smaller deviation arcs making the "mouth". It might work, or might not.
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Post by ChaosTheory »

Yes . . . yes, I see it now. PacManBeamThings shall dispose of all your puny ghosts. It will take some serious calibration . . . but I believe the shockbeamers are up to the task.
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Post by flabort »

I once made a flame thrower, but forgot to take pics of it. also, little brother (may he not touch the computer again) deleted the ship!

It involved a normal beamer, set to really low damage, to create a yellow line (fuel). a hidden trio of (was it tachyon or plasma? I can't remember which one accelerates) guns with varying colors of red/orange and a high deviation a short ways off served as the "sparker" to light the fuel of the flame thrower. the ranges were really hard to get in sync, especially considering they were in different places. but once i got it to work, It looked awesome. i wish i had taken pics.
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antisocialmunky
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Post by antisocialmunky »

w00t, I think I got the pacman lazer:). I will finish it this after noon.
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Post by Grenville »

A prototype weapon i have been working on

Disruptor Wave Cannon (Better name pending)

Image

Will post stats once its complete
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Arcalane
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Post by Arcalane »

I do not see how that is particularly advanced beyond having a driver which shoots several bursts to form a large wave.

Get out. :|
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Post by ChaosTheory »

Hehehe.

http://www.wyrdysm.com/battleshipsforev ... Cannon.sb3

Image

I'm not sure if there's a way to add a black dot for an eye or not, but this is pretty hilarious.

Select ship -> N -> Shift + X

Very lag-inducing. Sorry, but it's the only wait to make a solid circle. The little dude bites up and down every few seconds if everything works properly.
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Post by Commodore111 »

heh, the mouth accually moves. :P


it swallowed a pirate raider.
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