Page 12 of 12
Posted: Mon Nov 22, 2004 11:12 pm
by freespace2pilot
r u sad, depressed and single weatherOp?
Posted: Tue Nov 23, 2004 7:04 pm
by WeatherOp
Naa, just crazy, hahaha

and like too try stuff. I was crazy enough to mod the Aeolus and the Moloch from the freespace 2 demo into the first Freespace. Never could get the beams to work tho.

Posted: Wed Nov 24, 2004 11:12 pm
by freespace2pilot
beams are the hardest thing to program on to new ships
Posted: Wed Nov 24, 2004 11:15 pm
by WeatherOp
No, I was talking about the beams won't work in the Freespace, the great war, Tryed to mod the Sathanas into it but it would mess up very bad.
Posted: Wed Nov 24, 2004 11:20 pm
by CIH
huh, no s### ?
Posted: Wed Nov 24, 2004 11:48 pm
by Black Wolf
Beams wont work in FS1. You'd need to use Flux cannon type things.
Posted: Wed Nov 24, 2004 11:54 pm
by WeatherOp
Yeah, I know, I did that like 3 years ago before I got FS2. But, I tried for a long time tho.
Posted: Thu Nov 25, 2004 5:39 am
by The Trivial Psychic
How about this to simulate beams: Create a turret pulse weapon with a slow firewait, but with a swarm of like 1000 or something. It should fire a quick stream of fire, followed by a delay in the firewait.
Posted: Thu Nov 25, 2004 9:36 pm
by Grimloq
if it turned the beam would deteriorate (sp?) but that would still look really cool

Posted: Mon Nov 29, 2004 8:41 pm
by Kietotheworld
So, anyone know the code for subspace missiles?
Posted: Tue Nov 30, 2004 3:08 am
by Hippo
The balance problem with SSM's can be fixed by using local SSM's... How to make them is in the wiki...
As for beams in FS1; this is the closest I ever got...
http://dynamic4.gamespy.com/~freespace/ ... adid=18309
Posted: Fri Dec 03, 2004 8:21 pm
by Kietotheworld
I can't find the Subspace Missiles flag in the Wiki, got a link?