The Lexx Weapon

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Screenshots

History

Meurig47 built a model of the Lexx for the Wild Universe mod, and needed a suitable weapon to arm it with. It needed to be a line of destruction, which is difficult, since each bullet can only deliver damage to a single point. The weapon is set up with 11 guns strung across the front of the Lexx. The fireEvent only displays for the center gun, which signals for the effect by having a specified damage rating. The other ten guns have different damage ratings, and thus do not trigger the fireEvent. The "charge up" problem is cleverly sidestepped by making the bullets invisible for the first two seconds of their life. The fireEvent and bullet speeds are carefully aligned to reveal the bullets in the exact right place as the fireEvent collapses onto their position. For best results, keep the Lexx on Evasive until you line it up with the target, then issue the attack order. This will prevent a "ripple-fire" effect, which, though pretty nice in its own right, isn't at all what it should do.

Instructions

The ZIP file contains the Lexx itself and the effects files, which will go into the correct files when unzipped into the Homeworld directory. The Lexx will replace the Taiidan Heavy Cruiser. Put this paragraph in place of the LargeEnergyCannon section of r2.script.

[Lexx Weapon]
setFireEvent            R2,GS_LargeEnergyCannon,FireLexx.ebg
setFireEvent            R2,GS_LargeEnergyCannon,FireLexx.ebg
setFireEvent            R2,GS_LargeEnergyCannon,FireLexx.ebg
setFireEvent            R2,GS_LargeEnergyCannon,FireLexx.ebg
setBulletEffect         R2,GS_LargeEnergyCannon,bulletLexx.ebg
setBulletEffect         R2,GS_LargeEnergyCannon,bulletLexx.ebg
setBulletEffect         R2,GS_LargeEnergyCannon,bulletLexx.ebg
setBulletEffect         R2,GS_LargeEnergyCannon,bulletLexx.ebg
setBulletEffect         R2,GS_LargeEnergyCannon,bulletLexx.ebg
setHitEvent             R2,GS_LargeEnergyCannon,HitPlasma.ebg
setHitEvent             R2,GS_LargeEnergyCannon,HitPlasma.ebg
setHitEvent             R2,GS_LargeEnergyCannon,HitPlasma.ebg
setHitEvent             R2,GS_LargeEnergyCannon,HitPlasma.ebg