Making a beam Ability fire with 2 beams from 2 ability hardpoints

need help

We  have a ability that is similiar to the stock beam blast ability. However we want the ability to fire from both ability 1 hard points. Not just one of the points.  The coding is a exact copy of the stock beam blast ability at this point. Any suggestions thoughts or ideas? 

thanks in advance

SGI MOD TEAM

13,077 views 11 replies
Reply #1 Top

Have you tried to create another series of buffs that creates the second beam?

Reply #2 Top

 I have got a beam's to fire from 2 different hrad points using the AbilityBeamBlast as template so to speak. As yet it does not fire from both at the same time. I guess you, like me, would want them both firing at once. If I work it out I'll post up the finished files. I think, but won't know until I do a few more tests, that is because the BuffBeamBlastCharging also needs 2 hardpoints, or perhaps I can get away with indexing it to the same harpoints as those assigned to the ability.

Any way I let you know if I get it working.

Reply #3 Top

Quoting SuperZERO0, reply 2
 I have got a beam's to fire from 2 different hrad points using the AbilityBeamBlast as template so to speak. As yet it does not fire from both at the same time. I guess you, like me, would want them both firing at once. If I work it out I'll post up the finished files. I think, but won't know until I do a few more tests, that is because the BuffBeamBlastCharging also needs 2 hardpoints, or perhaps I can get away with indexing it to the same harpoints as those assigned to the ability.

Any way I let you know if I get it working.
End of SuperZERO0's quote

Exactly the same issue we are running into as well.  However we have tested this out with 2 different  hard points and still get a game crashing error followed by a dump.

SgiModteam

Reply #4 Top

Quoting GoaFan77, reply 1
Have you tried to create another series of buffs that creates the second beam?
End of GoaFan77's quote

yes we have

 

SgiModteam

Reply #5 Top

However we have tested this out with 2 different hard points and still get a game crashing error followed by a dump.
End of quote

 Yes, I have to say that this is beyond me to do, or is not possible. I did get it to work, but the game just does'nt like firing 2 beams at once via ability ( I don't think even normal weapons fire exactly simultainiously ). After 1 or 2 volley's the game crash's with a runtime error and minidumps. I did get it to work also using a different Buff setup than BeamBlast has but the beams have no travel effect, I think because a travelspeed value is needed, and beams have no such value.

 I'm now at a stage that they will fire straight after one anotther. Most of the time they alternate, but some of the time 1 point will double fire 1 after another. If I could get them to alternate all the time would be better.

Reply #6 Top

One beam per file.  Simply call two entities with the different hard points instead of trying to do both beams from the same file.  I just tested it out with the superlaser ability in SOGE, works like a charm.  Simultaneous fire, error free.

Reply #7 Top

Not exactly sure what you mean about 2 entities, But we have got the thing to fire 2 simultaneously by creating an extra set of beam activated buffs that refer to the passive ability hard point. It works fine in game, but when you exit the game it crash's with a run time error. Usually when 2 or more ships are made with this ability, if only 1 is made there is no error.

We are also encountering a BuffAttachPoint error in the dev exe.

In the charging buff file we have created the extra instantActions that are indexed to the other (passive) ability hard point and then an extra periodicAction that refers to the extra, duplicate activated buff file with a different name, that is also indexed to the passive ability hard point.

Is this what you have done? Or have you made an extra charging buff also? or something different.

Reply #8 Top

In the charging file I added an extra instantAction call for another buff with just the second beam effect and none of the attributes that come with it.  Any errors you're getting are from some other problem.  I had the beam effects indexed to 0 and 3 on the ISDI with no problems with 8 ships firing it off at the same time.

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Reply #9 Top

OK! thanks for that bit of info. I'll give that a go.

Reply #10 Top

Well, that was a lot simpler than I thought. Thanks very much again Psychoak.

Reply #11 Top

Cool, I guess this means I'm not suffering a psychotic break.