Forged Alliance Forever Forged Alliance Forever Forums 2013-07-07T00:56:28+02:00 /feed.php?f=2&t=4064 2013-07-07T00:56:28+02:00 2013-07-07T00:56:28+02:00 /viewtopic.php?t=4064&p=47831#p47831 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by Nombringer — 07 Jul 2013, 00:56


]]>
2013-07-06T13:24:03+02:00 2013-07-06T13:24:03+02:00 /viewtopic.php?t=4064&p=47765#p47765 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>
- In projectiles\cdfLaserHeavy02\CDFLaserHeavy02_script.lua :

Add this :

Code:
local OldImpact = OnImpact

    OnImpact = function(self, TargetType, TargetEntity)
       LOG("position hit", repr(self:GetPosition()))
       LOG("position launcher", repr(self:GetLauncher():GetPosition()))
             OldImpact(self, TargetType, TargetEntity)
    end,


Use the position to spawn the beam, and remove the replacement effects.

I don't have time to check further, but at least you know it's possible.

Statistics: Posted by Ze_PilOt — 06 Jul 2013, 13:24


]]>
2013-06-02T20:14:13+02:00 2013-06-02T20:14:13+02:00 /viewtopic.php?t=4064&p=44629#p44629 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> but then, i can not see much difference. maybe the speed is higher, maybe the sound is different.
but i thought i at least credit his work and find out if there were siginificant changes.
is in the screenshot above just an before after or two from the modded fx?
i really can not tell the differences..

my lua file looks like this:

Code:
name = "xx"
uid = "444"
version = 1
copyright = "33"
description = "x"
author = "xx"
icon = "/mods/Cerberus rhino laser fx/icon.bmp"
selectable = true
enabled = true
exclusive = false
ui_only = false
requires = {}
requiresNames = {}
conflicts = {}
before = {}
after = {}


Now i was unsure about the UI number. i just put something inside it.
when activating the mod and testing, i got not much difference.
who else tested it? who likes it?

Statistics: Posted by rxnnxs — 02 Jun 2013, 20:14


]]>
2013-06-02T15:04:32+02:00 2013-06-02T15:04:32+02:00 /viewtopic.php?t=4064&p=44586#p44586 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by pip — 02 Jun 2013, 15:04


]]>
2013-06-01T22:43:09+02:00 2013-06-01T22:43:09+02:00 /viewtopic.php?t=4064&p=44501#p44501 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> am i doing something wrong?! who knows...
but they also shoot slow, make maybe the same noise. hmm...
i had to write the mod info though, maybe i did something wrong.
they way you made the zip, it was a replacement instead a mod?

Statistics: Posted by rxnnxs — 01 Jun 2013, 22:43


]]>
2013-05-29T19:00:59+02:00 2013-05-29T19:00:59+02:00 /viewtopic.php?t=4064&p=43841#p43841 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by Ionic — 29 May 2013, 19:00


]]>
2013-05-29T18:19:07+02:00 2013-05-29T18:19:07+02:00 /viewtopic.php?t=4064&p=43837#p43837 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by pip — 29 May 2013, 18:19


]]>
2013-05-29T10:16:57+02:00 2013-05-29T10:16:57+02:00 /viewtopic.php?t=4064&p=43748#p43748 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>
But don't count on me for doing it, I have other priorities and I don't mind the FX.

Statistics: Posted by Ze_PilOt — 29 May 2013, 10:16


]]>
2013-05-29T09:18:09+02:00 2013-05-29T09:18:09+02:00 /viewtopic.php?t=4064&p=43740#p43740 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>
Anaryl wrote:
I don't miss it at all. Invisible beams attacking your units. No thanks.


That's also one of the reasons why it was changed -_-

The point is that it had a cool an unique effect before that had to be changed for the sake of gameplay, and people are saying the new effect could use some improvement, while keeping the gameplay changes.

Statistics: Posted by Nombringer — 29 May 2013, 09:18


]]>
2013-05-29T08:57:43+02:00 2013-05-29T08:57:43+02:00 /viewtopic.php?t=4064&p=43739#p43739 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>
Anaryl wrote:
I don't miss it at all. Invisible beams attacking your units. No thanks.


Yes but for now it's just the mantis FX with a greater speed. It can look like more laser with some FX works. Don't really have time for that.

Statistics: Posted by Ze_PilOt — 29 May 2013, 08:57


]]>
2013-05-29T08:33:35+02:00 2013-05-29T08:33:35+02:00 /viewtopic.php?t=4064&p=43733#p43733 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by Anaryl — 29 May 2013, 08:33


]]>
2013-05-28T21:15:44+02:00 2013-05-28T21:15:44+02:00 /viewtopic.php?t=4064&p=43697#p43697 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>

Statistics: Posted by Ze_PilOt — 28 May 2013, 21:15


]]>
2013-05-28T20:49:52+02:00 2013-05-28T20:49:52+02:00 /viewtopic.php?t=4064&p=43695#p43695 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> Statistics: Posted by Crayfish — 28 May 2013, 20:49


]]>
2013-05-28T14:58:56+02:00 2013-05-28T14:58:56+02:00 /viewtopic.php?t=4064&p=43667#p43667 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]> it was just a idea. no expactation

Statistics: Posted by Golol — 28 May 2013, 14:58


]]>
2013-05-28T14:33:50+02:00 2013-05-28T14:33:50+02:00 /viewtopic.php?t=4064&p=43663#p43663 <![CDATA[Re: Anyone else miss the old Cybran beam Lasers?]]>
(by the way, the original "laser" has no speed, that was the problem).

Statistics: Posted by Ze_PilOt — 28 May 2013, 14:33


]]>