random weapon ideas

Freeform discussion about anything related to modding Transcendence.
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Betelgeuse
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I am a bit busy with a few other projects so I thought I would throw these ideas out and see if anyone wants them.

Gatling laser: weapon that the longer you hold down fire the faster it shoots
charged laser: weapon that the longer you don't shoot the stronger the shot will be when it does shoot (up to a limit)

animated charged shots: weapon that when held down looks like a ball of growing energy in front of your ship and when let go would fire a shot whose damage depends on how long you held down the fire key
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TheLastBrunnenG
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Betelgeuse wrote:animated charged shots: weapon that when held down looks like a ball of growing energy in front of your ship and when let go would fire a shot whose damage depends on how long you held down the fire key
Melnorme-ish? Can I name my captain "Trade Master Greenish"?

Actually it'd be fun to recreate the rest of the SC2 ships in Transcendence. The bar was set high with the Spathi Eluder!
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Blitz
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Heh, exactly what I thought when I first read that. Just assumed it was coincidence tho...
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Psycholis
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charged shot reminds me of the fusion cannon from descent. if you can implement this, i'd like to borrow the code for just such a weapon.
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digdug
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it also reminds me of R-Type ! :D
Bobby
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could onFireWeapon do that? maybe use a quickly expiring timer to tell it when to shoot (reset when fired, and add to the power).
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digdug
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yeah, that's a good idea bobby, also for the gatling weapon, we could measure the time the weapon is firing and if it's enough the weapon becomes faster.
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Psycholis
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is it possible to add an effect where if you held the charge too long it overcharged and overheated? this is also inspired by the fusion cannon. hold the trigger too long and you start to damage your ship.
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Atarlost
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Charged can be done with a firerate="2" weapon, but the shot will be delayed by a tick.

In onfireweapon set a timer at one tick (2 game second or 1/30 of a real second) but do not fire a shot. If the timer is already there increment a stored value and set a flag. In the timer if the flag is "true" set it to nil. If it's nil fire shots equal to the incremented value and clear it. Remove the timer at this time.

That should make a weapon that can be charged up and fire a lot of shots at once that will appear as one shot and do so one tick after you fail to fire. This can be combined with a capacitor counter to limit the time you can charge the weapon or a heat counter to damage the weapon if you overcharge it.

Increasing firerate would use the same sort of timer architecture, but would keep two counters, one for the number of fire cycles since the last shot and one to be decremented each time a shot is actually fired until it reaches 1 that is the firing delay.

I probably won't do any Transcendence modding tomorrow but might try to implement wednsday.
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Atarlost
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First working (mostly) implementations done. I'll try to switch to dynamic event handlers later.

The charged weapon has strange problems. It tends to fire a low power shot or two when you first hit the trigger, it sometimes loses its count and fires for 0 damage, and there is no way to control the damage done to stations so it does nearly nothing to them.

I'm thinking of going back to the original multiple stacked shot plan.
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Atarlost
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I had to go to a multi-shot setup for the plasma carronade because of the lack of ondamagearmor for stations. The animated glow Betel wanted doesn't look good on a playership.

There's also a chain lightning weapon based on an idea Betel posted on IRC.

http://xelerus.de/index.php?s=mod&id=555
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