I've been playing around with making and Beam AMS but for some reason I cant get it to destroy any missiles. I know it can be done (or at least it could be in the past) and I can't find any reference mods to see what I did wrong with my beam code. I am about ready to add a ghost emitter.
(I'm sure I'll figure it out or I'll find a mod for reference now that I am asking for help.)
Anyway here is my beam code
Range = 100
IdealRange = 80
Duration = .5
HitInterval = .1
BeamMediaEffects
[
{
Type = Beam
BeamSprite
{
Texture
{
File = "Particles/beam_base.png"
SampleMode = Linear
MipLevels = max
}
baseColor = [255, 255, 255, 255]
Shader = "./Data/shots/ion_beam/beam.shader"
sizePulseFactor = 1.2
sizePulseInterval = .1
sizePulseUOffsetFactor = -.03
Size = [2.75, 0]// Only width matters.
VertexColor = [255, 255, 255, 217]
}
FadeInTime = .25
FadeOutTime = .25
ArcSpriteSegments = 64
Bucket = Middle1
}
&<./Data/shots/ion_beam/particles/ion_beam_emit_sparks.txt>
: /BASE_SOUNDS/AudioExterior
{
Sound = "./Data/shots/ion_beam/emit.wav"
Volume = .2
MaxConcurrent = 1
MaxConcurrentVolume = 1
IntensityRampUpTime = .25
IntensityRampDownTime = .25
}
: /BASE_SOUNDS/AudioExterior
{
Sound = "./Data/shots/ion_beam/beam.wav"
Volume = .2
MaxConcurrent = 1
MaxConcurrentVolume = 1
IntensityRampUpTime = .25
IntensityRampDownTime = .25
DynamicVolume : ^/0/DynamicVolume
{
UseCustomShapeForDistance = true
}
DynamicFilter : ^/0/DynamicFilter
{
UseCustomShapeForDistance = true
}
}
]
HitShield
{
HitEffects
[
{
Type = ShieldDamage;
Damage = 10;
}
{
Type = Impulse;
Impulse = 2;
}
]
MediaEffects = &../HitOperational/MediaEffects;
}
HitOperational
{
HitEffects
[
{
Type = PartDamage;
Damage = 10;
}
{
Type = Impulse;
Impulse = 2;
}
]
MediaEffects
[
&<Particles/ion_beam_hit.txt>
&<./Data/shots/ion_beam/particles/ion_beam_hit_flash.txt>
&<./Data/shots/ion_beam/particles/ion_beam_hit_sparks.txt>
: /BASE_SOUNDS/AudioExterior
{
Sound = "./Data/shots/ion_beam/hit.wav"
Volume = .2
MaxConcurrent = 1
MaxConcurrentVolume = 1
IntensityRampUpTime = .25
IntensityRampDownTime = .25
}
: /BASE_SHAKE
{
ShakeAmount = .05
Duration = .5
}
]
}
HitStructural
{
HitEffects
[
{
Type = PartDamage;
Damage = 10;
}
{
Type = Impulse;
Impulse = 1;
}
]
MediaEffects
[
&<Particles/ion_beam_hit_struct.txt>
: /BASE_SOUNDS/AudioExterior
{
Sound = "./Data/shots/ion_beam/hit.wav"
Volume = .25
MaxConcurrent = 1
MaxConcurrentVolume = 1
IntensityRampUpTime = .25
IntensityRampDownTime = .25
}
: /BASE_SHAKE
{
ShakeAmount = .025
Duration = .5
}
]
HitBullet
{
HitEffects
[
{
Type = BulletDamage
Damage = 10000
}
{
Type = Impulse;
Impulse = 100;
}
]
}
}