Transcendence Picture thread

General discussion about anything related to Transcendence.
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Drako Slyith
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Sat Mar 12, 2011 3:57 am

Wait, he's drunk before he goes into the bar?
The man then walks into a different bar (he forgets to duck because he is drunk and ends up with a concussion).
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RPC
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Sat Mar 12, 2011 3:59 am

A ha! Wolfy, I found the weapon effect you were asking about:

Code: Select all

<Weapon
				type=				"missile"
				damage=				"kinetic:0"
				repeating= 			"150000"
				fireRate=			"30"
				hitPoints=		"3"
				missileSpeed=		"10"
				lifetime=			"45"
				powerUse=			"100"
				accelerationFactor="90"
				>				
			<Configuration aimTolerance="5">
				<Shot angle="0-180"/>
				<Shot angle="360-181"/>
				<Shot angle="0-180"/>
				<Shot angle="360-181"/>
				<Shot angle="0-180"/>
				<Shot angle="360-181"/>
			</Configuration>			
			<Effect>
				<Image imageID="&rsMissiles4;" imageX="0" imageY="0" imageWidth="16" imageHeight="16" imageFrameCount="4" imageTicksPerFrame="1" randomStartFrame="true"/>
			</Effect>
		</Weapon>
It doesn't use any new pic, just the MorningStar particle one (this weapon was the predecessor to the current GN Particle, which is in the Hiatus Modpack on Xelerus). It's VERY unbalanced though and slows down computers if you use too many particles.
Just wondering, but am I giving you ideas for TSB?
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Wolfy
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Sat Mar 12, 2011 4:08 am

Post-Heretic stuff, yes :D
(or perhaps something that can be encountered in the borderlands/fringe.
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RPC
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Sat Mar 12, 2011 4:14 am

How will you balance the Shield then? (I made this in part because of Gundam 00, and in part because when they say Luminous Particle shield, I mean a shield MADE out of particles).
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ThePrivateer
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Sat Mar 12, 2011 4:43 am

Cool RPC - I just used your weapon coding and that baby's AWESOME! I changed the values to:

Code: Select all

<Weapon
            type=            "missile"
            damage=            "kinetic:15"
            repeating=          "150000"
            fireRate=         "60"
            hitPoints=      "1000"
            missileSpeed=      "15"
            lifetime=         "45"
            powerUse=         "100"
            accelerationFactor="100"
            >            
         <Configuration aimTolerance="5">
            <Shot angle="0-180"/>
            <Shot angle="360-181"/>
            <Shot angle="0-180"/>
            <Shot angle="360-181"/>
            <Shot angle="0-180"/>
            <Shot angle="360-181"/>
         </Configuration>         
         <Effect>
            <Image imageID="&rsMissiles4;" imageX="0" imageY="48" imageWidth="16" imageHeight="16" imageFrameCount="8" imageTicksPerFrame="1" randomStartFrame="true"/>
         </Effect>
      </Weapon>
And made the world's deadliest little sprinkler! :D

It now uses bluish sort of missiles (I think the Penitent use them) and it's got damage! It's awesome! :twisted:

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RPC
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Sat Mar 12, 2011 4:47 am

Quils3 added radiation to it. It was so fun watching him just fly up to ships and kill them without (technically) firing a shot. I think he released it as maelstrom on xelerus or something. Anyways, it's still SUPER unbablanced.
So... any more ideas for unique weapons I can do?
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RPC
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Sat Mar 12, 2011 4:52 am

Privateer: I just saw it... It was a monster... like a sprinkler of blue-green water of DOOM!
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ThePrivateer
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Sat Mar 12, 2011 5:08 am

RPC wrote:Privateer: I just saw it... It was a monster... like a sprinkler of blue-green water of DOOM!
I was pretty proud of it myself! :twisted:

EDIT - Plus the missiles have an insane HP amount so they destroy most inbound enemy missiles and shots! :)

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Wolfy
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Sat Mar 12, 2011 5:29 am

An hp of 1 is more reasonable I think. >.>
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digdug
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Sun Mar 13, 2011 5:48 pm

ThePrivateer wrote:
Wolfy wrote:How did you manage that effect? Very creative use of the weapon system :D
RPC - that's 4 pics -- you're only allowed 2.

sorry. Someone had to tell you. :(
nope, max 2 pictures per post. You can submit as many pictures, screenshots or artistic works you want.


also, RPC, very cool particle effect! :D

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Tue Mar 15, 2011 10:38 pm

The PWN001 swarmbuster missile in action:
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I am currently experimenting with ways to optimise the spread of the fragments (multitarget/autoacquiretarget? configurations?) and ways to make the missile explode a short distance after impacting the swarm (no idea if this is even possible)

Also the pretty-but-actually-rather-useless lightningveil weapon:
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I still haven't gotten the armour display sorted (I have got the HP numbers in the right place though)

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Ttech
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Wed Mar 16, 2011 7:44 pm

Interesting work there, I also like the idea of a share url. Might need to come up with something along those lines.
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ThePrivateer
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Thu Mar 17, 2011 1:43 am

:shock:

jimj316 - I love that lighting gun? Care to share the code? That could be awesome in my Hell's Trinity mod for a cool lighting gun for the Ares! (full credit will be given to you of course! :D)

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RPC
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Thu Mar 17, 2011 4:00 am

Juding by the pic, the lightningveil gun is pretty much a converted smartcannon, with added projectiles and a changed trail color.
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jimj316
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Thu Mar 17, 2011 10:01 pm

RPC wrote:Juding by the pic, the lightningveil gun is pretty much a converted smartcannon, with added projectiles and a changed trail color.
That is almost correct, although I didn't convert it from a smartcannon, I built it from the ground up.

The code is:

Code: Select all

<ItemType UNID="&itLightningVeilCannon;" 
		name=            "lightningveil cannon(s)" 
		level=            "1" 
		value=            "1500" 
		mass=            "1500" 
		frequency=         "common" 
		modifiers=         "EnergyWeapon; MajorItem; JTC" 
		description=      "A slightly more sensible weapon by JTC Labs, this can fire 12 independently tracking mini-missiles per second. Although weak, this weapon is popular due to its visual appeal." 
		> 

	<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/> 
	<Weapon 
			fireRate=		"1"
			powerUse=		"10"
			type=			"missile"
			lifetime=		"50-100"
			damage=			"kinetic:3d3; mining1;"
			missileSpeed=	"50-100"
			hitPoints=		"1"
			maneuverability=	"1-5"
			directional=	"true"
			sound=			"&snMissileLauncher;"
			vaporTrailLength="16"
			vaporTrailWidth="110"
			vaporTrailWidthInc="5"
			vaporTrailColor="0xdd, 0x22, 0xee"
			multiTarget=		"true"
			autoAcquireTarget=	"true"
			configuration = "spread5"
			>
	</Weapon>
</ItemType>
You will probably want to change the description, the level, and the mining attribute.
I initially tried adding a range (0x00-0xff) to VapourTrailColour, but it didn't work D: (that would be severely awesmoe if possible, hint hint George)

EDIT: you'll want to change the UNID for sure, since I plan on releasing some of my mods in the future, and this would cause a clash.

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