Anyone know how the numbers for beam s/fx in tables relate to the actual .wav ?
ie; a TerSlash has
+BeamSound: 145 ;The looping beam-firing sound
+WarmupSound: 153 ;Associated warmup sound
+WarmdownSound: 157 ;Associated warm down sound
I'm doing a sort of "MGreen" but don't know how those numbers relate to the actual .wavs used.
Anyone help me out with this ?
10
It has something to do with the zone of total destruction, IIRC from a previous discussion about it, the part of the beam that no small craft can survive, or it has something to with the flicker effect....?
My first Armageddon has died.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.
11
Zadd is supposedly to give the beam a pseudo 3d look (Z axis add).
TI - Coming in 2011 - Promise!

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
13
$Section: ;; one section of the beam (you can have up to 5)
+Width: 40 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
From the BFGreen - so 40 is pretty wide.
+Width: 40 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
From the BFGreen - so 40 is pretty wide.