well really im looking for some actual different looking weapons not just re spec'd existing ones.
missiles are all well and good but im looking for more normals guns you cant make a missile look fantastic other than its explosion.
i want some difference in the weapons
EDIT: as jinx said also im not looking for uber rapid fire weaponry im actually looking for the complete opposite slow firing big guns with a nice effect when firing or a big boom of some kind. not rapid firing smokie missiles that make your computer want to dive off a cliff the 1st sign of a fleet battle
ANOTHER EDIT: well really i just think the weapons aint exaggerated enough. like the super nova.... not quite a super nova if you ask me doesnt even look like it would blow a GB apart nevermind a BS. nuke mines.... exactly the same as ripper mines doesnt quite deserve the name nuke
how about a short range "shotgun" type gun thats blast comes out like a cone?
is it possible to make cannons? guns that use ammo like a missle but do various damage per the type of ammo? the cannons range would depend on which kind you get. these could replace the non tracking missles they wouldn't turn and you could have high explosive ammo to make a blast radius?
how about ammo/missles that are shield piercing or armor piercing? negating the protective qualities of the targeted medium?
i'm game for EMP weapons that drain shields and/or weapon energy.
or maybe a short range kinetic weapon that damages the other ship as if they just ramed into an asteroid?
what about a nitro boost thruster that expends all your thruster energy in 1 sec but boosts you to something like cruise speed for a few seconds? would be good for escaping.
its funny - but when we still had the 33.33 rapid fire guns - ... looking at someone shooting looked like a shotgun quite often - they had a huge spray and were conelike.
but form the players point of view - they were more like a narrow beam.
i don t think a shotgun like effect is possible. - maybe cause of the autoaiming - however... maybe its possible to make a projectile that "grows" till its max range but does less damage the longer it exists. ( so a fake shotgun ) - adding a shrapnell effect wouldn t be too hard, i guess...
about an alternative gun - but a mean one:
when you charge the opponent face to face - and you blow him up - .. his shrapnells usually "spray" out and quite often hit the ship. - mayge that can be used. ( its a bit like the unreal flak cannon ) - mind you, it would be totally unfair against capships cause those "shrapnells" have a mass of their own - and will just .... spin the ship around like a toy .
Speed: 5 m/s
Hull damage: 1000.00
Shield Damage: 250,000.00
Make sure it can stay active for 15 seconds.
What can it be used for.....
Terrorizing....Mainly used to drop the shield of transports that get hit by them.
They are really really slow so they can not really track you, you haveto run into them.
Imagine a Xeno dropping a couple of these by a Trade lane and wait for the next possible victim who comes thru.
FYI I am not a xeno, but some one has to do some thing about big ship complex :o)
These can also be used to stop a big ship in its track by dropping a few in its path. Allowing terrorists to escape. Any ideas ?
P.S: Considered Contraband and the one equipped with this is considered a terrorist.
its more or less a super long range laser. It would shoot instantaneously fast and would deal tons of damage, with a huge energy cost and slow refire rate.
It would also shoot incredibly far, but the energy cost would be huge.
oh wait, didn't we have problems with very long range weapons? something bout the shots vanishing about 2k away from any other player? or something like that
tis is what id say. no need to make any super uber gun. just, for all the guns we currently have, give em some new graphics. that will be a really good thing to do tbh.
not to sound like a ****, but on the BSG mod, u got 5-6 guns, with diff graphics, and firing sounds. the people who have played there know what im talking about. i really want to see new effects and trails for guns more than anything. its annoying to see the same ones everywhere..
I would also like see more difference between shields... like not 0.8 -1.0 - 1.2 damage multipliers on shields, but something like 0.5 - 1 - 2 or similar... And shields to factions in the style Outcasts - gravitron, Corsairs - positron, or maybe something like that...
Bejaymac on modeling guns, just in case anyone is having trouble that this can help with.
Quote:Bejaymac;2400 wrote:
I go on about FL wanting CMPs to be multi component, as far as weapons are concerned you don't have a choice, if you don't have a separate component for the barrel then the model will only rotate, it will not track up & down following the target.
The model is seriously primitive to allow you to follow what I'm doing.
It's nothing more than 3 boxes and 1 cylinder, but that's all you need for the basics of gun exporting. First we have box01 (yellow), this is the point that the weapon is attached by and has to be the first group in milkshapes group list, then it's cylinder01 (purple), which goes second in the list. box02 (light blue) goes third, and box03 (red) goes last. Now we need to rename each group or FL won't use them right, box01 becomes somename_base, you can use any name you like but it must end in _base for it to work, cylinder01 you can call anything you like as it's name will be lost on export. Then we have box02, like box01 you can use anything you like but it must end in _barrel for it to work, box03 can be anything you like it as it to will lose it's name on export.
Now we need to set the pivot point for the barrel -
As you can see from the picture the model is well off centre, this is important as FL will be using the centre point as the pivot, so I have moved the model until milkshapes centre axis is right where I want the weapon to pivot. For those that want to be smart, centre your model and then use the new version of UTF Edit to alter the REV node, it just means working out the coordinates in milkshape of where you want the pivot and transfering them into your CMP's REV node.
Now to export your gun -
This is my settings for this tutorial's basic gun, the top half you should be familiar with, orientation, model type, settings, LOD & scale are no different to what most of you use (I hope). The bottom half is where most of you will get lost, what we have here are the Group Options, this is where we create a multi component CMP. Number of Groups most of you leave as 1, which means your exporting a single component CMP (or a 3DB in a CMP shell), for a gun we need a minimum of 2, WTF? Group Quantities has suddenly lit up. This is where we assign milkshape groups into the required components, in the case of this tutorial that's 4 groups split into 2 components, box01 & cylinder01 will become component one or in FL terms the Root, box02 & box03 are combined to make component two (our barrel).
This is what this gun looks like in UTF Edit, notice the last 2 nodes, yep that's the 2 components for this gun, a base & a barrel. Although there is no actual mesh data in these nodes, they do hold the rigging info that FL needs to make the gun work.
How you hardpoint it is entirely up to you as you can do it in milkshape & HardCMP without any real problems. Weapons only really use 3 hardpoints, HpMount & HpConnect get assigned to the Root, while HpFire01 gets assigned to the barrel(yes folks, no more of this 'just stuff it on the root' nonsense). HpMount is used if you want to have it show up on a cart in the equipment dealers, HpConnect to allow it to attach to the weapon hardpoint on a ship(very important:P), and HpFire01 is where you shoot from, you can have more than one HpFire, just remember that in FL you only get weapon sounds on guns with one HpFire, two or more and the gun is silent, to over come this you need the Tutorial by Parabolix from the old site.
**Note**
How you built and order your models in milkshape is important, learn to see your model in component form and organize your group list accordingly, and never regroup your model by texture, it might look good in a render but works against you if you want to be fancy with the FL engine.
New models with new affects inside of the current balance would be awesome.
I just got an idea of how to make a flame thrower/plasma cutter! Make a gun with a high fire rate (like 15-30) and really short distance. It could do super damage, but only if it sat right next to the the target.