Strafe Beacons
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- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Strafe Beacons
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.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Strafe Beacons
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?
Hmm. How about, instead, rigging an orbital strike so that a flaming TIE comes hurtling straight down in a suicide run?
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Strafe Beacons
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/
EDIT: Done. It's not massively dramatic, much less so than a proper orbital strike.
Video.
http://www.xfire.com/video/38c431/
- sim-al2
- 2nd Lieutenant

- Posts: 412
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- Projects :: Mapping on occasion
- Location: In the cockpit of some vehicle...
Re: Strafe Beacons
That's actually pretty neat looking (and funny to have a TIE come out of no where...). 
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Strafe Beacons
Perhaps you could slow the TIE down a tad so people could have a split second to admire it, screaming down in flames.
- AgentSmith_#27
- Rebel Warrant Officer

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Re: Strafe Beacons
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.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Strafe Beacons
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:
The TIE itself:
Hidden/Spoiler:
- skelltor
- Sith

- Posts: 1431
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Re: Strafe Beacons
add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord
-
THEWULFMAN
- Space Ranger
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Re: Strafe Beacons
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.
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.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Strafe Beacons
How did you change the pitch?
Once again, how?add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
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Re: Strafe Beacons
Code: Select all
AimElevation = "0.0"- skelltor
- Sith

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Re: Strafe Beacons
TrailEffect = "com_sfx_weap_rockettrail"Lagomorphia wrote:How did you change the pitch?
Once again, how?add it as a trail effect to rep_weap_inf_suicideTIE_salvo_ord
replace the effect name with your effect
