Transcendence Picture thread

General discussion about anything related to Transcendence.
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ThePrivateer
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Fri Mar 18, 2011 12:29 am

@jimj316 -- Thanks so much for that! :D

that's truly an awesome weapon and I'm currently working on implementing it within Hell's Trinity (with full credit to you - i'm just tweaking the values a bit here and there but it will look similar).

thanks again! :D

Screenshot!!
Hell.png
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Initial only -- a highpowered weapon you get as a reward for helping out at some point during the game! :D

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Ttech
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Fri Mar 18, 2011 4:45 am

NoodelGun :)
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ThePrivateer
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Fri Mar 18, 2011 4:46 am

Ttech wrote:NoodelGun :)
I was thinking spaghetti, but Noodle gun works for me! :)

It's truly quite awesome...and deadly...and fun. :twisted:

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Fri Mar 18, 2011 5:07 am

What's especially fun with those guns is to fire so the shots orbit a planet with the stargate next to it. Any ship that comes out get's a free ship-wide purging of all pests on board :D
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Ttech
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Sat Mar 19, 2011 12:11 am

Drako Slyith wrote:What's especially fun with those guns is to fire so the shots orbit a planet with the stargate next to it. Any ship that comes out get's a free ship-wide purging of all pests on board :D
Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.
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Sat Mar 19, 2011 12:23 am

Ttech wrote:
Drako Slyith wrote:What's especially fun with those guns is to fire so the shots orbit a planet with the stargate next to it. Any ship that comes out get's a free ship-wide purging of all pests on board :D
Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.
But no body comes to Elysium, so it'd be pointless.

Also, yes, I would do that. When I'm playing a godmodded game I make it my job to find new and creative ways of committing piracy :twisted:
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ThePrivateer
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Sat Mar 19, 2011 12:24 am

Drako Slyith wrote:
Ttech wrote:
Drako Slyith wrote:What's especially fun with those guns is to fire so the shots orbit a planet with the stargate next to it. Any ship that comes out get's a free ship-wide purging of all pests on board :D
Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.
But no body comes to Elysium, so it'd be pointless.

Also, yes, I would do that. When I'm playing a godmodded game I make it my job to find new and creative ways of committing piracy :twisted:
The spaghetti gun can get you a LOT of trouble... >.>

But it's awesome fun using it on a Corporate Destroyer! :twisted:

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Sat Mar 19, 2011 4:41 pm

Work on Dynamic Systems continues:
CW vs Ranx
DySys1.png
DySys1.png (183.54 KiB) Viewed 1897 times
I'm trying to get the Ranx to mine.
DySys2.png
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Ttech
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Sun Mar 20, 2011 4:36 am

So many yellow lights! That is seriously intense playing there.
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Sun Mar 20, 2011 10:08 pm

Here's a cropped screenshot from a mod I'm working on
EternalEMP.png
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The weapon I'm testing shoots a shot that hits an enemy, and makes a new shot that targets the nearest ship. For testing purposes, I made the damage EMP. The line in the middle is the shot bouncing back and forth, repeatedly EMPing each other, forever. An effective way of immobilizing two enemy ships, but really, really bad to be caught in (yes, it can rebound and hit you) Great fun to perma-EMP friendlies around the system.
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Ttech
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Sun Mar 20, 2011 10:24 pm

Drako Slyith wrote:Here's a cropped screenshot from a mod I'm working on
EternalEMP.png
The weapon I'm testing shoots a shot that hits an enemy, and makes a new shot that targets the nearest ship. For testing purposes, I made the damage EMP. The line in the middle is the shot bouncing back and forth, repeatedly EMPing each other, forever. An effective way of immobilizing two enemy ships, but really, really bad to be caught in (yes, it can rebound and hit you) Great fun to perma-EMP friendlies around the system.
how does it work exactly? It looks like it fires multiple shots and retargets? It might be interesting however I'm not sure how it would work within the game - care toe explain? :)
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Sun Mar 20, 2011 10:28 pm

I has alternating beams that hit a target, then arc to a new target, as you see above

My code is here:

Code: Select all

<ItemType UNID="&itLightning;"
      name=            "Electric Arc Cannon"
      level=            "1"
      value=            "1500"
      mass=            "1500"
      frequency=         "notRandom"
      modifiers=         "EnergyWeapon; MajorItem; Illegal"
      description=      "A weapon created by the Taikon Corporation, this weapon was outlawed because of its tendency to be used by pirates. It's bolts will continue to arc and kill enemies."
      >

   <Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
   <Weapon
         fireRate=      "1"
         powerUse=      "10"
         type=         "missile"
         lifetime=      "50-100"
         damage=         "ion:1d3; EMP5"
         missileSpeed=   "80-100"
         hitPoints=      "1"
         maneuverability=   "3-4"
         directional=   "true"
         sound=         "&snMissileLauncher;"
         vaporTrailLength="6"
         vaporTrailWidth="130"
         vaporTrailWidthInc="1"
         vaporTrailColor="0x10, 0x32, 0xff"
         multiTarget=      "true"
         autoAcquireTarget=   "true"
         configuration = "alternating"
         >
   </Weapon>
		<Events>
			<OnDamageArmor>
			(block nil
				(switch 
					(leq (objGetDistance gSource (sysFindObject gSource "sN")) 14)
							
						(block (target fireAngle)
                            (setq target (sysfindobject gSource "sN"))
                           
                                (block  (fireAngle)
                                    (setq fireAngle (sysVectorAngle (sysVectorSubtract (objGetPos target) (objGetPos gSource))))
        
                                
                            
                  
		(sysCreateWeaponFire &vtLightningArc; gSource (objGetPos gSource)	(sysVectorAngle (sysVectorSubtract (objGetPos target) (objGetPos (objGetPos gSource)))) 100 target)
			)	
			) 
					(geq (objGetDistance gSource (sysFindObject gSource "sN")) 14)
						(block nil
						(sysCreateWeaponFire &vtLightningArc; gSource (objGetPos gSource) (random 0 359) 100 gSource)
					)
				)
	
			(shpDamageArmor gplayership aHitPos aDamageType aDamageHP)
	)
			</OnDamageArmor>
	
		</Events>
	

	</ItemType>

	
		<ItemType UNID="&vtLightningArc;"
      name=            "Electric Arc Cannon"
      level=            "1"
	  virtual="true"
      >

   <Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
   <Weapon
         fireRate=      "1"
         powerUse=      "10"
         type=         "missile"
         lifetime=      "22-26"
         damage=         "ion:1d3; EMP5"
         missileSpeed=   "80-100"
         hitPoints=      "1"
		 omnidirectionsl= "true"
         maneuverability=   "1-2"
      
         sound=         "&snMissileLauncher;"
         vaporTrailLength="6"
         vaporTrailWidth="130"
         vaporTrailWidthInc="1"
         vaporTrailColor="0x10, 0x32, 0xff"
         multiTarget=      "true"
         autoAcquireTarget=   "true"
         configuration = "alternating"
         >
   </Weapon>
		<Events>
			<OnDamageArmor>
			(block nil
				(switch 
					(leq (objGetDistance gSource (sysFindObject gSource "sN")) 14)
							
						(block (target fireAngle)
                            (setq target (sysfindobject gSource "sN"))
                           
                                (block  (fireAngle)
                                    (setq fireAngle (sysVectorAngle (sysVectorSubtract (objGetPos target) (objGetPos gSource))))
        
                                
                            
                  
		(sysCreateWeaponFire &vtLightningArc; gSource (objGetPos gSource)	fireAngle 100 target)
			)	
			) 
					(geq (objGetDistance gSource (sysFindObject gSource "sN")) 14)
						(block nil
						(sysCreateWeaponFire &vtLightningArc; gSource (objGetPos gSource) (random 0 359) 100 gSource)
					)
				)
		(shpDamageArmor gplayership aHitPos aDamageType aDamageHP)
		)
			</OnDamageArmor>
	
		</Events>
	

	</ItemType>
EDIT: I just did some more work, and got this while testing:
ElectricRanx.png
ElectricRanx.png (23.97 KiB) Viewed 1833 times
The ranx (at about 80% damage at this point) exploded a few seconds later. Of course, you're not likely to get a couple dreadnoughts to sit there and let you blast them outside of debugging/godmod, but whatever, it's great fun.
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RPC
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Wed Mar 23, 2011 1:38 am

The Electric Arc Cannon sounds broken if you let it loop like that. Maybe only let it hit once and find a different target in the vicinity of 50 ls?
(That way, you need 3 ships to loop, and the loop can be broken by just getting farther away), although I must admit it sounds fun to use on a flight of Tundras.
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Wed Mar 23, 2011 1:51 am

I can limit the noise so it won't sound broken. It should be easy because the shot that starts is different from the one that bounces.
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Ttech
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Wed Mar 23, 2011 4:48 am

Whoa its like an EMP gun that sends damange to other ships. Its like the Doctor Device really, using the enemies separably to amplify the explosion - assuming you could do something like that.
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