Quote
Originally posted by Dr. Trowel:
**Is this close?
Make an outfit grant two beams, one turreted (front quarter) and one unturreted, both of them secondary (so the player can't use both at once) and both with the same beam color and damage settings. Refer to them in the sidebar as "Beamer - Tracking" and "Beamer - Not Tracked." The outfitter desc says it's one weapon with two modes -- who's to know?
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**
Possible, though a little annoying. However, one outfit cannot grant two weapons, you have instead to make the first, visible outfit have Gxxx in its OnBuy field, and this second xxx invisible outfit grants the second weapon. You would also have to take care that, whenever you sell the main visible outfit you also have to make the game get rid (by a Dxxx in the Onsell field) of the invisible one. But it should work, should you take enough care of the issues that can appear (for instance, if the first outfit is persistant, then the second invisible one must be, if the first outfit is only-by-mission-operators persistant, the second should be the same, etc...), and make sense that the beam is secondary trigger (by making it powerful but energy-consuming), or people will wonder why this sh*t has to be triggered separately.
However, trying to emulate a beam with a non-beam is an already lost battle.
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(This message has been edited by Zacha Pedro (edited 02-26-2004).)