Always Fire Weapons as Decorations
As weapons are so flashy, they can be used purely as cosmetics using the always fire features.
This chapter will contain a few common always fire weapon decorations.
When using always fire cannons cosmetically, it is important to check how UPS will affect the visuals as having too low a roundsPerSec
on a high UPS will cause the cannon to flicker. It is thus recommeneded to have roundsPerSec=120
by default unless lag due to the sheer amount of bullets becomes an issue.
Frag Spike
{ 17000
features=CANNON|ALWAYSFIRE
sound=None -- Having a sound is annoying.
cannon={
-- Cosmetic fields:
projectileSize=2 -- Override projectile size calculation based on damage.
muzzleVel=10000 -- Affects length of the bullet.
color=0xFFFFFFFF
-- Functional fields:
damage=0.0001 -- Prevents it from dealing damage.
roundsPerSec=120 -- Minimal flicker on 60 UPS and above.
range=0 -- So that the bullet does not travel.
power=0.0001 -- Cosmetics should not use power.
recoil=0 -- Cosmetics should not have recoil.
explosive=FINAL -- Removes bullet end particle.
}
}
Laser Spike
{ 17000
features=LASER|ALWAYSFIRE
sound=None -- Having a sound is annoying.
laser={
-- Cosmetic fields:
range=50
width=3
color=0xFFFFFFFF
-- Functional fields:
damage=0 -- Prevents it from dealing damage.
power=0.0001 -- Cosmetics should not use power.
}
}
You could also use a negative width
, such as width=-3
in the below example:
Laser Light
{ 17000
features=LASER|ALWAYSFIRE|TURRET
sound=None
barrelSize={0.001,0.001} -- Centers the laser.
laser={
-- Cosmetic fields:
width=3 -- Affects the size of the light.
color=0xFFFFFFFF
-- Functional fields:
damage=0
range=0
power=0.0001
}
}
You can also make them flash:
laser={
burstyness=0.5
pulsesPerBurst=1
pulsesPerSec=1
-- Other laser features here.
}
Frag Tentacle
{ 17000
features=ALWAYSFIRE|CANNON
sound=None
cannon={
-- Cosmetic fields:
projectileSize=1 -- Override bullet size calculation based on damage.
muzzleVel=100 -- "Speed" of tentacle wave.
range=50 -- Length of tentacle.
color=0xAAFFFFFF
spread=pi*0.25 -- Width of tentacle.
burstyness=0.0203 -- Try to making this value as small as possible to
-- make the wave pattern cycle seemless.
roundsPerBurst=60 -- Amount of bullets in a wave cycle.
roundsPerSec=30 -- Fidelity of tentacle.
-- Functional fields:
pattern=WAVE
damage=0.0001 -- Prevents it from dealing damage.
power=0.0001 -- Cosmetics should not use power.
recoil=0 -- Cosmetics should not have recoil.
explosive=FINAL -- Removes bullet end particle.
}
}
Lens Flare
A lens flare effect that does change direction when the ship it is on rotates.
1st stage: invisible anti-FSP stage with spread just above 180° to be centered and muzzleVel=0
to make the frag always face in the same direction.
2nd stage: invisible 90° rotation stage by using pattern=CONSTANT
.
3rd stage: visible lens flare using 2 frags that always face in the same direction using pattern=SPIRAL
.
{ 17000
features=CANNON|ALWAYSFIRE
sound=None
cannon={
-- 1st stage:
muzzleVel=0
range=0
color=0x01000000
spread=pi*0.5*1.0001
pattern=ABSOLUTE
damage=0.0001
roundsPerSec=120
recoil=0
explosive=FINAL
fragment={
-- 2nd stage:
muzzleVel=1
range=0
color=0x01000000
pattern=CONSTANT
damage=0.0001
explosive=FINAL|FRAG_NOFLASH
spread=pi*1/2
fragment={
-- 3rd stage:
projectileSize=2
muzzleVel=3000
range=0
color=0xFFFFFFFF
pattern=SPIRAL
damage=0.0001
explosive=FINAL|FRAG_NOFLASH
spread=pi*1/2
roundsPerBurst=2
}
}
}
}
X Shape Lens Flare
You can also make lens flares with an 'X' shape.
This X-shaped lens flare does not contain the 90° rotating 2nd stage of the standard lens flare frag as the X shape does not require it.
The visible (2nd) stage's roundsPerBurst
is changed from 2
to 4
and its spread
is changed from pi*1/2
(180°) to pi*3/4
(270°).
{ 17000
features=CANNON|ALWAYSFIRE
sound=None
cannon={
-- 1st stage:
muzzleVel=0
range=0
color=0x01000000
spread=pi*0.5*1.0001
pattern=ABSOLUTE
damage=0.0001
roundsPerSec=120
recoil=0
explosive=FINAL
fragment={
-- 2nd stage:
projectileSize=2
muzzleVel=3000
range=0
color=0xFFFFFFFF
pattern=SPIRAL
damage=0.0001
explosive=FINAL|FRAG_NOFLASH
spread=pi*3/4
roundsPerBurst=4
}
}
}
Frag Rings
Here is an example of a basic frag ring you could make for a generator:
1st stage: invisible anti-FSP stage with spread just above 180° is used to center the frag.
2nd stage: invisible stage of a 20-round burst in a uniform spiral which are sent outwards.
3rd stage: this is the stage visible to the player. pattern=ABSOLUTE
is used to reset the bullet velocities, and projectileSize
, muzzleVel
, and color
affect how the frag looks.
{ 17000
features=CANNON|ALWAYSFIRE|GENERATOR
sound=None
shape=OCTAGON
scale=3
cannon={
-- 1st stage:
damage=0.0001
projectileSize=0.001
muzzleVel=1
range=0
power=0.01
recoil=0
roundsPerSec=120
pattern=CONSTANT
spread=pi*0.5*1.0000001
color=0x01000001
fragment={
-- 2nd stage:
damage=0.0001
projectileSize=0.1
muzzleVel=10*60
range=10
pattern=ABSOLUTE|SPIRAL
roundsPerBurst=20
spread=pi*340/360
explosive=FINAL|FRAG_NOFLASH
color=0x01000000
fragment={
-- 3rd stage:
damage=0.0001
projectileSize=0.1
muzzleVel=-1
range=0
pattern=ABSOLUTE
explosive=FINAL|FRAG_NOFLASH
color=0xFFFFFFFF
}
}
}
-- Generator fields here.
}
Poof Particle Emitter
A simple fragless setup that emits 120 frag despawn poofs every second. A neat effect for a generator.
{ 17000
features=CANNON|ALWAYSFIRE|GENERATOR
sound=None
shape=OCTAGON
scale=3
cannon={
projectileSize=1
muzzleVel=100
range=0
color=0xFFFFFFFF
spread=pi
pattern=ABSOLUTE
damage=0.0001
roundsPerSec=120
recoil=0
}
-- Generator fields here.
}
Launchable Laser Printer
See the main page for the Launchable Laser Printer.