Ok i updated the modbk5115545 wrote:Any 0.14 plans?
[MOD 0.12.26] Laser Beam Turret
Re: [MOD 0.12.26] Laser Beam Turret
Re: [MOD 0.12.26] Laser Beam Turret
Thank you! Works great.Klonan wrote:Ok i updated the modbk5115545 wrote:Any 0.14 plans?
Re: [MOD 0.12.26] Laser Beam Turret
I wish Bob didn't use White for his Mk 5
Beams look amazing, then you upgrade to 5s and..... white!
any chance you can change the last laser to a sort of neon blue white?
Beams look amazing, then you upgrade to 5s and..... white!
any chance you can change the last laser to a sort of neon blue white?
Re: [MOD 0.12.26] Laser Beam Turret
Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
You can test this with the attached laser gun. It fires the same beam as the laser turret.
To fix this you have to set damage_interval > duration (i.e. duration+1).
Or alternatively set damage_interval and damage amount to 1. This distributes the damage over the duration. It still does duration+1 damage, so 21 here (set duration to 19 to compensate).
With the second option you also avoid one-shoting biters and thus skipping the animation.
edit:
Unforunately that doesn't work with the Laser turret shooting speed research, because the animations would have to overlap and stack the DoT. It doesn't seem to do that.
edit2:
another proposal: on the beam set damage_interval and damage amount to 1 and on the turret set cooldown to 52 (=20*2.6) and add damage_modifier = 2.6.
That way the cooldown with max. shooting speed research is 20. There is no overlap and the overall damage output is the same.
The destroyer robots beam has the same issue. I'm not sure if that's intentional or maybe has something to do with this fix (32527) in Version 0.14.6
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
You can test this with the attached laser gun. It fires the same beam as the laser turret.
To fix this you have to set damage_interval > duration (i.e. duration+1).
With the second option you also avoid one-shoting biters and thus skipping the animation.
edit:
Unforunately that doesn't work with the Laser turret shooting speed research, because the animations would have to overlap and stack the DoT. It doesn't seem to do that.
edit2:
another proposal: on the beam set damage_interval and damage amount to 1 and on the turret set cooldown to 52 (=20*2.6) and add damage_modifier = 2.6.
That way the cooldown with max. shooting speed research is 20. There is no overlap and the overall damage output is the same.
The destroyer robots beam has the same issue. I'm not sure if that's intentional or maybe has something to do with this fix (32527) in Version 0.14.6
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Re: [MOD 0.12.26] Laser Beam Turret
Can I use the turret graphics to create test tag turret?
I'd hope to get it to produce constant beam to the target with no or tiny damage to "aggro" biters from very far.
I'd hope to get it to produce constant beam to the target with no or tiny damage to "aggro" biters from very far.
Re: [MOD 0.12.26] Laser Beam Turret
Sureorzelek wrote:Can I use the turret graphics to create test tag turret?
I'd hope to get it to produce constant beam to the target with no or tiny damage to "aggro" biters from very far.
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Re: [MOD 0.12.26] Laser Beam Turret
Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?
Re: [MOD 0.12.26] Laser Beam Turret
I'm using the endless research mod on vanilla, for turret damage I'm at lvl 12 and the turrets are still red
I guess bob's turrets come with other colors...
I guess bob's turrets come with other colors...
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Re: [MOD 0.12.26] Laser Beam Turret
Is this issue fixed in the currently downloadable version, or should I alter it myself if I want the same damage?Meppi wrote:Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
Going to try it either way--looks really nice, thanks!
Re: [MOD 0.12.26] Laser Beam Turret
It was a bug in the game, not the mod, and has since been fixedPhasma Felis wrote:Is this issue fixed in the currently downloadable version, or should I alter it myself if I want the same damage?Meppi wrote:Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
Going to try it either way--looks really nice, thanks!
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Re: [MOD 0.12.26] Laser Beam Turret
Is it based on the damage upgrade research, or the turret tier? I'm using Bob's & the beam color didn't change when I upgraded the damage, but it has changed for each tier of turrets.Bizobinator wrote:Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?
Re: [MOD 0.12.26] Laser Beam Turret
Can you update the mod to 0.15 ?
It seems that version change is enough but I need to test the turrets to make sure.
It seems that version change is enough but I need to test the turrets to make sure.
Re: [MOD 0.12.26] Laser Beam Turret
Best guess is Monday when Klonan is back to work (stalked from upgrade planner post)
However Klonan should convince Kovarex to include these as part of the base game
However Klonan should convince Kovarex to include these as part of the base game
Re: [MOD 0.12.26] Laser Beam Turret
Yes please update this gorgeous mod!
"--? How are commands compounded in a compounded compound command commanding compound composts." -defines.lua
Re: [MOD 0.12.26] Laser Beam Turret
Cool stuff. That's how I like my lasers.
Re: [MOD 0.12.26] Laser Beam Turret
I kept the version number 0.1.8 so that the game will auto-update and avoid any mis-match errors if the author releases a new version.
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Re: [MOD 0.12.26] Laser Beam Turret
This looks and feels very nice! Far more punchy than the silly 'pew pew' effect.
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Re: [MOD 0.12.26] Laser Beam Turret
Any chance to get an update for this, wich will also apply for personal laser defense?
Re: [MOD 0.12.26] Laser Beam Turret
Just wanted to let you know the reason you couldn't get it to look right.Klonan wrote:Sure if you'd like you can work on a new spritesheet,Darloth wrote:I might edit the graphics so that the first frames have at least some visibility to them - it may look slightly less pretty, but at least then you could see it as it was mowing down tiny biters.
If I did so, Klonan, would you be happy with me posting the changed files here, and anyone else, would you be interested in having them?
Edit: First thing that comes up... is the spritesheet data for the laser beam head supposed to have a height of 1? And a width of 45 sometimes, but not always? That seems a little odd.
The only one with a height of one is the 'head', because i couldn't get it to look right, so now its invisible
Re: [MOD 0.12.26] Laser Beam Turret
Just noticed this was updated for 0.16
Thank YOU!
Thank YOU!