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Administrator Cannon - Printable Version

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+--- Thread: Administrator Cannon (/showthread.php?tid=4307)

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Administrator Cannon - Virus - 10-24-2007

Oh, no... They smite you. : D


Administrator Cannon - Spacewolf - 10-24-2007

Can admins spawn things aswell


Administrator Cannon - Fellow Hoodlum - 10-24-2007

Quote: Weylin - .kill is still lame :(
For those 'lame' people here, who think they know better than the rules perhaps ?
Admin Cannons, all show of course ... They don't work half as well as people think ... Yeah right.

Hood:dry:


Administrator Cannon - onca - 10-24-2007

---SPOILER---

(Well not really, coz players can't normally get their grubby hands on Admin cannons anyway)

Admin Cannon ... read and weep
Type: Neutron
Hull dam: 20,000 (per shot)
Shield dam: 10,000 (ditto)
Fire rate: 4.00 /sec
Range: 1500 m
Speed: 1500 m/s
Power usage: 120

Their class is low enough you can stick 'em on a Noobyflier.... and they are unlootable, in case you think you're ub3r enough to get one by killing an Admin.



Administrator Cannon - yurineova - 10-25-2007

A suggestion on Admin weps;

Set Damage (Both Values) to -1 (Negative One)
Set Refire to -1

This will create a constant beam.

Why does it work?

Damage: In most games (Freelancer being one of them), Health stats cannot compute in negatives, and in order to get to a negative, you must pass Zero. A script tells the game that if Health reaches Zero, kill the ship. You get the idea. Insta Kill.

Refire: You cant fire negative one shots per second, so the game compensates by inserting Infinity. So in reality, youre firing infinate shots per second.

Combine these two uber wep properties, and you get "Death on a Stick". A constant beam of death that people wont be able to see until its too late.

Of course, because you are firing at Infinate shots per second, your power core would be drained instantly if there was any energy usage.

And, of course, 90% of this is all in Theory...


Administrator Cannon - Snip3rNife - 10-25-2007

That wouldn't be an Admin Cannon, it would be a Lag Beam.


Administrator Cannon - Tortured_Soul - 10-25-2007

Okay so I just tested Yuri's suggestion for weapon values.

Code:

Quote:[Gun]
nickname = yuris_neg_one_gun
ids_name = 501461
ids_info = 501462
DA_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts = 80000
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 20.000000
mass = 10
damage_per_fire = 0
power_usage = 1
refire_delay = -1
muzzle_velocity = 1500
toughness = 20
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = yuris_neg_one_gun_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[Munition]
nickname = yuris_neg_one_gun_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = -1
energy_damage = -1
one_shot_sound = fire_photon5
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

While he's correct about the shield and hull damage, it's infinate, eg it takes two hits to kill things, one to take down sheilds, the other to wreck the hull, the refire rate appears to be FINITE.

I think it runs at whatever FPS you're playing at. Consequently, the enrgy drian is finite also, meaning that you can run out of energy.

Screenshots:

http://i28.photobucket.com/albums/c220/Tor...01/screen43.jpg
Weapons shop on Manhatten, Single Player, on my editing copy of Discovery. Shows the values I used. I did use -1 for refire in the file if you check, but FL seems to have chaged it to zero.

http://i28.photobucket.com/albums/c220/Tor...01/screen44.jpg
Beam weapon anyone?

http://i28.photobucket.com/albums/c220/Tor...01/screen47.jpg
Particle Spray, this is what happens when you re-trajectorise the above weapon, proving that it isn't a continuous beam as such.


Administrator Cannon - weylin - 10-25-2007

Did you try a negitive value for the speed of the projectile?


And i just hate .kill because i had a little encounter with it while carrying on idle conversation... and lost some codenames in the process.


Administrator Cannon - yurineova - 10-25-2007

' Wrote:Okay so I just tested Yuri's suggestion for weapon values.

Code:
While he's correct about the shield and hull damage, it's infinate, eg it takes two hits to kill things, one to take down sheilds, the other to wreck the hull, the refire rate appears to be FINITE.

I think it runs at whatever FPS you're playing at. Consequently, the enrgy drian is finite also, meaning that you can run out of energy.

Screenshots:

http://i28.photobucket.com/albums/c220/Tor...01/screen43.jpg
Weapons shop on Manhatten, Single Player, on my editing copy of Discovery. Shows the values I used. I did use -1 for refire in the file if you check, but FL seems to have chaged it to zero.

http://i28.photobucket.com/albums/c220/Tor...01/screen44.jpg
Beam weapon anyone?

http://i28.photobucket.com/albums/c220/Tor...01/screen47.jpg
Particle Spray, this is what happens when you re-trajectorise the above weapon, proving that it isn't a continuous beam as such.


' Wrote:Did you try a negitive value for the speed of the projectile?
And i just hate .kill because i had a little encounter with it while carrying on idle conversation... and lost some codenames in the process.
I stand corrected:DBut it is a very high number.
And yes, He did use -1 for his refire. Its under Refire Delay

EDIT: There was a way to set it to have no particle spray, but I have to look into that.


Administrator Cannon - Caribe - 10-25-2007

And here thus we come onto the death star theory as a fact.

Now try it on planet manhattan. :crazy: