Making a weapon w/ beam aesthetic and laser mechanics

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EarlRatliff1
Posts: 3
Joined: Sat Nov 18, 2017 5:12 pm

Making a weapon w/ beam aesthetic and laser mechanics

Postby EarlRatliff1 » Mon Nov 20, 2017 1:32 pm

If I wanted to make a weapon whose game mechanic interactions are identical to that of a laser, but firing animation, projectile animation, and shield/hull impacts were identical to that of a beam, how would I go about that?

I've tried the following code, but it just makes very small extremely slow-moving projectiles.

This is the first modification I've tried.

Code: Select all

<weaponBlueprint name="BLAST_1">
   <type>LASER</type>
                <tip>tip_beam</tip>
   <title>Blast Array</title>
   <short>Blast</short>
   <desc>Pierces weak shields.</desc>
   <tooltip>Pierces weak shields.</tooltip>
   <damage>1</damage>
        <shots>2</shots>
   <sp>1</sp>
   <fireChance>3</fireChance>
   <breachChance>3</breachChance>
   <cooldown>10</cooldown>
   <speed>3</speed>
   <power>3</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>0</rarity>
        <length>25</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
                <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>beam_1</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>
User avatar
Arfy
Posts: 206
Joined: Mon Apr 11, 2016 4:14 am

Re: Making a weapon w/ beam aesthetic and laser mechanics

Postby Arfy » Mon Nov 20, 2017 9:41 pm

Here.

Code: Select all

<weaponBlueprint name="BLAST_1">
   <type>LASER</type>
   <tip>tip_beam</tip>
   <title>Blast Array</title>
   <short>Blast</short>
   <desc>Pierces weak shields.</desc>
   <tooltip>Pierces weak shields.</tooltip>
   <damage>1</damage>
   <shots>2</shots>
   <sp>1</sp>
   <fireChance>3</fireChance>
   <breachChance>3</breachChance>
   <cooldown>10</cooldown>
   <speed>3</speed> <!-- CHANGE THIS VALUE TO 60, DEFAULT LASER PROJECTILE SPEED -->
   <power>3</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <length>25</length> <!-- REMOVE THIS TAG -->
   <image>beam_contact</image> <!-- WEAPON PROJECTILE, CAN BE REPLACED WITH THE BASIC LASER'S PROJECTILE -->
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>beam_1</weaponArt>
</weaponBlueprint>


You might need to make your own weapon projectile for a real 'beam' effect.
Discord: ATLAS#9226
EarlRatliff1
Posts: 3
Joined: Sat Nov 18, 2017 5:12 pm

Re: Making a weapon w/ beam aesthetic and laser mechanics

Postby EarlRatliff1 » Tue Nov 21, 2017 11:03 pm

Much appreciated. I wouldn't know the first thing about making a projectile of my own, though.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: Making a weapon w/ beam aesthetic and laser mechanics

Postby Sleeper Service » Fri Nov 24, 2017 8:43 pm

EarlRatliff1 wrote:If I wanted to make a weapon whose game mechanic interactions are identical to that of a laser, but firing animation, projectile animation, and shield/hull impacts were identical to that of a beam, how would I go about that?

As far as conventional FTL modding is concerned, you can't do that. Weapons are either type LASER or BEAM, nothing inbetween. A beam can't fire individual projectiles, a laser can't have a real beam.