@jimj316 -- Thanks so much for that!
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!
Screenshot!!
Initial only -- a highpowered weapon you get as a reward for helping out at some point during the game!
Transcendence Picture thread
- ThePrivateer
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- ThePrivateer
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I was thinking spaghetti, but Noodle gun works for me!Ttech wrote:NoodelGun
It's truly quite awesome...and deadly...and fun.
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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
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- Ttech
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Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.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
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But no body comes to Elysium, so it'd be pointless.Ttech wrote:Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.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
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
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
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- ThePrivateer
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The spaghetti gun can get you a LOT of trouble... >.>Drako Slyith wrote:But no body comes to Elysium, so it'd be pointless.Ttech wrote:Ugh, you would do that. Though something like that might be fun in the Elysium system - a way to keep everyone out.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
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
But it's awesome fun using it on a Corporate Destroyer!
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Work on Dynamic Systems continues:
CW vs Ranx I'm trying to get the Ranx to mine.
CW vs Ranx I'm trying to get the Ranx to mine.
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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Here's a cropped screenshot from a mod I'm working on
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.Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
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- Ttech
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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?Drako Slyith wrote:Here's a cropped screenshot from a mod I'm working onThe 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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I has alternating beams that hit a target, then arc to a new target, as you see above
My code is here:
EDIT: I just did some more work, and got this while testing:
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.
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>
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
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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.
(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.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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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.
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
- Ttech
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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.