Beam Weaponry

Post here if you want to help developing something for FAF.

Re: Beam Weaponry

Postby IceDreamer » 25 Jul 2014, 21:12

Pitch and yaw are both far higher than the turnrate and all that, and I tried dozens of combinations of values, including messing with FIringTolerance, with no success in removing that wobble. If you can do it, please show me how with a working mod and a video of it having been fixed.
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Re: Beam Weaponry

Postby Resin_Smoker » 26 Jul 2014, 17:33

Ok took all of 15 minutes to correct this...

Video http://www.youtube.com/watch?v=7W3278joJX8&feature=youtu.be

Blueprint http://pastebin.com/4kniMivD

Mod https://drive.google.com/file/d/0BzC5WK3Vbi5OQWxpLWJpU1dFTlk/edit?usp=sharing

Please note that no animals were hurt during the testing of this mod.

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Re: Beam Weaponry

Postby Krapougnak » 06 Oct 2014, 09:30

Hi,

I looked at your fix and at the one that was implemented in the 3634 patch for FAF and they are not exactly the same even if in the changelog for the patch it was stated that Cybran ACU laser was fixed by you.

Is there a reason why ? Was the fix in the 3634 patch an evolution from the one included here ? Which one is the most efficient ?
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Re: Beam Weaponry

Postby pip » 06 Oct 2014, 10:13

The differences are there because Resin used a bp that was not in FAF but in 3599 or Steam version, so the previous changes to the unit in FAF are not in his fix.
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Re: Beam Weaponry

Postby Resin_Smoker » 06 Oct 2014, 12:14

Would be pretty easy to add to fix the current version, that is assuming it has not already been done.
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Re: Beam Weaponry

Postby IceDreamer » 06 Oct 2014, 19:21

It should be up to date as of 3636. Pip can you check that out on the github, I wasn't even aware there was an issue.
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Re: Beam Weaponry

Postby Krapougnak » 06 Oct 2014, 23:08

pip wrote:The differences are there because Resin used a bp that was not in FAF but in 3599 or Steam version, so the previous changes to the unit in FAF are not in his fix.


OK if I understood correctly you merged previous FAF fixes with Resin's one. Correct ?

If the answer is yes doesn't it amount to double fixing with the adding of the rate of fire increase and target check interval decrease or does it add to Resin's fix ? In what way ?

Just curious to know how you proceeded.
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Re: Beam Weaponry

Postby pip » 07 Oct 2014, 16:57

Krapougnak wrote:
pip wrote:The differences are there because Resin used a bp that was not in FAF but in 3599 or Steam version, so the previous changes to the unit in FAF are not in his fix.


OK if I understood correctly you merged previous FAF fixes with Resin's one. Correct ?

If the answer is yes doesn't it amount to double fixing with the adding of the rate of fire increase and target check interval decrease or does it add to Resin's fix ? In what way ?

Just curious to know how you proceeded.


First "fixes" are just cosmetic, by IceDreamer. Intention was just to distribute damages "more smoothly" over time. They are not a fix, rather some kind of harmless personal preference that IceDreamer added to the Beam weapons in general.

The real fix for the Cybran ACU laser issue was made by Resin. It was added in a recent patch.

And there will be another fix, for another issue which occurs when ACU with laser is unloaded from a transport and can't shoot his laser normally (everything is messed up). This is supposed to be fixed by IceDreamer in the next patch, but I haven't tested it myself.
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Re: Beam Weaponry

Postby IceDreamer » 07 Oct 2014, 18:03

It's fixed Pip, from my testing at least.

And it wasn't just a cosmetic change ;) Smoothing the damage out over time and checking for targets every tick mean beams now behave more beam-like, waste very little DPS, especially when mopping up T1, and are generally more separated from normal weapons.
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Re: Beam Weaponry

Postby Krapougnak » 07 Oct 2014, 18:48

Thanks for the information. :)
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