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Strafe Beacons

Posted: Sun Oct 17, 2010 7:29 am
by Lagomorphia
I got the idea for this from the TFU II demo. Is it possible to have a deployable beacon that spawns, say, a TIE fighter reasonably far away. This TIE flys towards the beacon firing at it, then changes course and flys up and away, then expires after a set time and disappears. If the TIE is shot down or hits a building, it explodes like a normal TIE.

Re: Strafe Beacons

Posted: Sun Oct 17, 2010 1:31 pm
by Fiodis
It may be possible using complex LUA involving spawning a TIE turret at a specific matrix built off the placed beacon, then have its moves directed by those LUA animations Ace (That's Ace_Azzameen, not AceMastermind) developed. But those animations, especially, are rather difficult to understand and you'd have to be at least as good as Ace to pull them off properly.

Hmm. How about, instead, rigging an orbital strike so that a flaming TIE comes hurtling straight down in a suicide run? :D

Re: Strafe Beacons

Posted: Sun Oct 17, 2010 2:10 pm
by Lagomorphia
Seen that done in BF1. I'll see if I can get that working.

EDIT: Done. It's not massively dramatic, much less so than a proper orbital strike.

Video.
http://www.xfire.com/video/38c431/

Re: Strafe Beacons

Posted: Sun Oct 17, 2010 8:57 pm
by sim-al2
That's actually pretty neat looking (and funny to have a TIE come out of no where...). :shock:

Re: Strafe Beacons

Posted: Mon Oct 18, 2010 6:42 am
by Fiodis
Perhaps you could slow the TIE down a tad so people could have a split second to admire it, screaming down in flames.

Re: Strafe Beacons

Posted: Mon Oct 18, 2010 9:10 am
by AgentSmith_#27
I rather like it myself, I agree with Fiodis a bit slower and attaching the flame effect from when ships are damaged would be very cool.

Re: Strafe Beacons

Posted: Mon Oct 18, 2010 1:59 pm
by Lagomorphia
How do I add the flame effect? I also want to amplify the range of the sound: currently you can't hear it.

The TIE itself:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "beacon"

[Properties]
GeometryName = "rep_weap_inf_grenadethermal.msh"

LightColor = "252 67 67 150"
LightRadius = "4.0"

TrailEffect = "com_sfx_weap_orbital_attack"

LifeSpan = "1.0"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1

SalvoCount = "1"
SalvoDelay = "0.25"

ScatterDistance = "20.0"

OrdnanceName = "rep_weap_inf_suicideTIE_salvo_ord"

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""

Re: Strafe Beacons

Posted: Mon Oct 18, 2010 5:33 pm
by skelltor
add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord

Re: Strafe Beacons

Posted: Mon Oct 18, 2010 6:32 pm
by THEWULFMAN
Useing a simaler Idea, I am making an effect of an air stike,
First ord, Bomber model flys in low pitch so it crashes far outside of map
second ord bombs
Ive got this working somewhat. But it needs alot of refining before I show you guys.

Re: Strafe Beacons

Posted: Fri Nov 05, 2010 4:01 am
by Lagomorphia
How did you change the pitch?

add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord
Once again, how?

Re: Strafe Beacons

Posted: Fri Nov 05, 2010 6:35 am
by THEWULFMAN

Code: Select all

AimElevation        = "0.0"
sadly this brings the bomber in at the same level as the beacon, but i think i know a way to fix that :wink:

Re: Strafe Beacons

Posted: Fri Nov 05, 2010 8:41 am
by skelltor
Lagomorphia wrote:How did you change the pitch?

add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord
Once again, how?
TrailEffect = "com_sfx_weap_rockettrail"
replace the effect name with your effect