leaves the question - how are the tractor beams coded? - they do move with the ship - and stay up several frames.
they also define a point of origin and a target point. - maybe the tractor beams might be converted into a weapon of sorts. ( however - from what i know - tractor beams can also lag out a client. - especially when its a huge bunch of objects being connected to the beams )
' Wrote:leaves the question - how are the tractor beams coded? - they do move with the ship - and stay up several frames.
they also define a point of origin and a target point. - maybe the tractor beams might be converted into a weapon of sorts. ( however - from what i know - tractor beams can also lag out a client. - especially when its a huge bunch of objects being connected to the beams )
That hasn't been tried, as far as I'm aware. If we can trick the engine into aiming a tractor beam at some point in space, we could get the effect. However, there would be an excessive amount of code needed to get it hitting stuff properly and aiming where you want it... I estimate it would be even laggier than the sky-high refire method.
Kaz, it occurs to me that we're in the same timezone, +/- one (friggin' daylight savings time). It's 4 AM.
What are we doing?
Also, keep me updated with any progress you make, I'd love to have a massively awesome forward gun for the Broken Bonds mod. This is my "balancing concept" (video is the end of "Camelot", the finale to Stargate SG-1 season 9. The supergate opens at 2:00, ships come through at 2:38, ownage begins at 4:05. Enjoy.). I might also be able to help.
' Wrote:Kaz, it occurs to me that we're in the same timezone, +/- one (friggin' daylight savings time). It's 4 AM.
What are we doing?
Actually, I'm three hours behind you, so it's only 1 AM, but the thought is the same. What the hell are we doing, discussing how to get beam weapons working fluidly when we should be catching some Zs? We mus be crazy.
Or just really dedicated to Disco. But as I said, tomorrow morning, after the wakeup ritual is done, I will activate Exodus and start work on a beam weapon (since Exodus is a playground of sorts whose code is something that I've written myself and can easily understand).
if a continous beam doesn t work - you may also think "small scale"
like - a specific interceptor beam - more like a high frequency pulse beam ( like one that only flashes up for a fraction of a second ) - with like a normal 8.33 refire - and high energy usage ( meaning you fire a burst of pulses and run out of energy )
it might be easier to make than a continous beam the size of a spacestation. - little mistakes in a pulsebeam of light fighter proportions can easily be overlooked. - and from there - if it looks good ... you can also work your way upwards.