(outdated) Advanced Weapon Customizing Techniques

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ChaosTheory
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Post by ChaosTheory »

Arcalane wrote: and I'm not sure about CT's ships.
Here, Arbiter:

Shalani Fleet Thread.

The big hulking thing in the center has the beams. The Dendrite . . . is somewhere buried in the Custom Ships forum. Try the DL link in my post in the BP3 thread, which should be in Custom Ships Archive at the top.
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Arcalane
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Post by Arcalane »

FIREST0RM000 wrote:all I really see here are techniques for main gun sized weapons. are there any cool combos for smaller wepons?
Nothing says you can't scale them down using A/Q.
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Post by FIREST0RM000 »

Nothing says you can't scale them down using A/Q.
I suppose so, but then your ship still ends up with a large number of beam weapons, which is OK for one ship, but if all of your ships are like that, it doesn't look good.
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Post by jwa8402 »

Unfortunately this lags the game like crazy, but is pretty imo. And before someone yells that its one weapon, I got the same charging effect at the bottom but with a beam firing out of it which doesn't cause the lag. Just trying to fine tune and layer it before posting pic. Sorry if someone has done it already.

Side question; anyone know why pulsars disappear after a certain distance? I've changed it a few times but not sure what I changed. I'll keep looking cuz I'm sure its been answered somewhere.

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ChaosTheory
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Post by ChaosTheory »

That's mainly a property of the "speed" function. The pulsar bolts will disappear after

(range / default_speed) / speed_modifier

frames. Secondly, all projectiles disappear when they hit their range limit.
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Arcalane
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Post by Arcalane »

In other news, I think I've figured out how the cluster bombs work. But I'm not telling yet, as I need to test them more. :)
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Post by Exethalion »

Arcalane wrote:In other news, I think I've figured out how the cluster bombs work. But I'm not telling yet, as I need to test them more. :)
Ah that's good. I was fed up trying to mod them to fit RNS starbombers and having pulsars explode across the entire goddam map and wiping out every enemy ship.
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Post by Da_Higg »

ChaosTheory wrote:That's mainly a property of the "speed" function. The pulsar bolts will disappear after

(range / default_speed) / speed_modifier

frames. Secondly, all projectiles disappear when they hit their range limit.
Nope. Custom pulsars can fly more than twice their range; 1000 range gun, projectile crosses whole screen.
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Post by Water_and_Wind »

Pulsar lifetime is determined by range and by bullet speed (the one from 0 to 200 by default). The lower the bullet speed, the longer the projectile lifetime.

How does friction work? Can pulsars ever slow down uniformly instead of some slowing down more than others?
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Arcalane
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Post by Arcalane »

Exethalion wrote:
Arcalane wrote:In other news, I think I've figured out how the cluster bombs work. But I'm not telling yet, as I need to test them more. :)
Ah that's good. I was fed up trying to mod them to fit RNS starbombers and having pulsars explode across the entire goddam map and wiping out every enemy ship.
They're very finicky, but the range is short enough that I suggest you keep their default stats for your starbombers. Any shorter and they may not ever fire. :P
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Post by jwa8402 »

Ah that makes alot of sense then. I had them set to higher speed...but I also had the friction set high so they didnt move until the entire mass of whatever shape projectile I wanted was formed...Probably detracted from the lifetime.
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Post by Arcalane »

As I thought, it's all in the friction. Increasing the range is more finicky, but you can safely (I believe) crank up the friction to decrease the detonation range of the cluster bombs.
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Post by jwa8402 »

hehe yep, I'm very close to creating a sun right now. Just fiddling with the friction for aesthetics. Being able to modify the speed beyond 200 really helps but even with small clips, pulsars are incredibly laggy.

I know theres a couple settings on some weapons that don't show up on the edit menu but are still in the template...is there any way to set a lifetime for driver bolts so they fade/explode/go away after a certain distance?
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Post by Sniper Wolf »

Hey, guys. Just curious, but what does each number correspond to in the code, have not been able to find anything on it yet. Thanks.
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Post by ArcaneDude »

Unfortunately, it's al jumbled up. The order in the code isn't the same one as in the shipmaker, so no-one really knows. The largest numbers correspond with the color values, but that's all I know.
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