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Lasers
Posted: 05 Jun 2005, 01:44
by Zoombie
I├óÔé¼Ôäóm not sure if this hasn├óÔé¼Ôäót already been brought up, but if so I'D LIKE TO BRING IT UP AGAIN! See in the Old Old (or was it Old version) of spring, there was a laser turret that fired lasers. But the most striking thing about it was that the lasers weren├óÔé¼Ôäót the regular "pulse" laser that we all know and can kill if necessary. But instead it was a really cool continuous or "beam" laser. When i paused the game when it fired i noticed a beam that slowly faded out as the beam went farther. It went straight through a bunch of bombers as they flew in the destroy it, and it was evocative of a really cool space battle seen I saw a long time ago. The end effect was FREAKING awesome!
So... answer the questions stated at the poll!
Posted: 05 Jun 2005, 01:45
by zwzsg
Both!
Posted: 05 Jun 2005, 01:46
by Zoombie
I put that on the poll but its not showing up for me!
Posted: 05 Jun 2005, 02:16
by Doomweaver
You probably forgot to hit update.
For TA we need it as it is, but I was thinking of a TC involving instant lasers.
Posted: 05 Jun 2005, 05:25
by CaptainExo
Original Lasers, but as there is support, it'd be neat to see some units that used it.
Posted: 05 Jun 2005, 16:07
by Cheery
I would prefer no laser mark. only damn big burn on target. Because real laser can't be seen because it's straight energy pulse.
Extra. Laser damage is cutting damage.
I wonder if the energy needed to make that light emission needs more energy than half of the power the gun uses.
Posted: 05 Jun 2005, 20:24
by Zoombie
Well you could add a green or red light to the laser, just to make it cool looking. Also here is how i thought it would work when i first imaginied it.
Beam Lasers: Theses lasers would take up energy as long as they kept firing, but would be able to sweep acros an army and cut a swath through them (think the heat ray from H.G Wells War of the Worlds. Five of theses would kill a huge amount of things, faster then the pulse lasers. However they would suck more energy the longer they fire, as you need energy to cool of the barrles so they dont melt. So a extended attack would drain your energy supplie's and hence your lasers.
Pulse Lasers: Theses lasers would be a little more selective in their strike's, blasting apart units in one hit. They would also be a little slower in dealing with swarms, becuase they couldent sweep through them.
So realy its would you rather have a machine gun or a sniper rifle?
Posted: 05 Jun 2005, 20:49
by Nemo
I'm not sure why this is even a debate...you can do either, its just alteration of the rate of fire.
Edit: Take the Arm light laser, and lower its reload time to something absurdly low... .001, or something, and watch how it shoots...its a stream of laser fire.
Posted: 05 Jun 2005, 22:43
by Zoombie
well their was supposed to be a both option, but it dosent show up!
Posted: 05 Jun 2005, 22:50
by Kixxe
Those it matter?
Depends on if we want xta to be ''AS MUCH AS OTA AS POSIBOLE'' or if we want to ''MUST BOOSST EVRYTIHING! SUPER KROGOTH''.
We can always make a mod, that has special lasers in it. and yes, contiues lasers ARE cool, but will no work great in XTA on HLT. On LLT on the other hand.
Note: examples may be VERY orvextrated. plz dont flame me whit pyro.
Posted: 05 Jun 2005, 23:21
by GrOuNd_ZeRo
I agree with Z, both should be possible like in OTA, the beam type lasers were possible, I had a Kbot called the Black Lion, it had something I called a fusion Beam.
However, please note in OTA lasers are not lasers, it's a misnomer really, it was discribed as something like a field of plasma contained in a sphere or something, i'll look it up now.
Lasers: A generic term for any sort of weapons that direct an "energy" beam. As well as traditional lasers of coherent light, coherent matter beams and certain classes of pseudo boson beams are included.
Straight for the manual, so the traditional TA lasers are probably something else, and not true cutting weapons of coherent light more than likely.
Posted: 05 Jun 2005, 23:26
by Nemo
Zoombie wrote:well their was supposed to be a both option, but it dosent show up!
Yes Zoombie, I saw this the first time you said it...what I'm saying is that the ability to do either already exists in the engine, so this post is somewhat pointless o.O
Unless you're trying to propose limiting it to one or the other, which is just a bad idea O.o
Posted: 06 Jun 2005, 01:56
by Zoombie
Its possible you say! Niffy! also how do you do it?
Posted: 06 Jun 2005, 03:37
by Nemo
as i posted before, make the reload time of a laser type weapon extremely low
if you set it low enough, and the velocity is high enough, it looks very much like a beam
Posted: 06 Jun 2005, 03:59
by Warlord Zsinj
It is a cut-corner, Nermo, with a number of weaknesses. Firstly, the laser will play the sound effect every time it fires. The same with its explosion. Secondly, if the weapon is firing at a moving target, particularly an aircraft, the cut corner becomes particularly obvious.
It is also rather unnecessary, because it would likely be quite easy to just do what Zoombie wants in a laser. Slotting it effectively into OTA is something completely different. Frankly, the only thing that would make sense with a lazer like that would be the annihilator (And annihilator equivalents).
And Zoombie, please don't forget the legibility issues I raised. Things were great up until a few days ago, when you just declined again...
Posted: 06 Jun 2005, 04:04
by Nemo
the graphical issue is true enough, but the sound effect could be fixed by getting a sound effect that blends well with itself
I was just trying to do this without an engine change...many of the requests people are making for engine changes could be solved with some clever modding.
Posted: 06 Jun 2005, 06:07
by Zoombie
To Warlord: I├óÔé¼Ôäóm sorry, but some times I do something a mind bogglingly simple as forgetting to USE word.
To Nemo: I know WHAT to do, as you have said twice, but I asked HOW! What file do you open, and with what?
Posted: 06 Jun 2005, 06:34
by Nemo
in a custom unit, open the ufo with HPIviewer, extract the whole unit..go into the weapon folder, edit weaponname.tdf with notepad, lower the reload time to very low, and pack it back in with HPIpacker
HPIviewer and HPIpacker can both be found on fileuniverse, in the unit utilities section
same applies to editing taehenter.ccx, just keep in mind that you can't play online with an edited taehenter.ccx
Posted: 06 Jun 2005, 07:54
by [K.B.] Napalm Cobra
Posted: 07 Jun 2005, 00:39
by Zoombie
Thanks!
PS: I also vote both