Not yet. Lurker said something about hard-coded FX issues, I put just about the whole "sm├â┬Ârg├â┬Ñsbord" of hard-coded stuff in front of him, hopefully he'll look into this and make it so that we can customize this... maybe (gasp) per unit. Not going to worry about any of it, until it actually happens.
I'd prefer the option to define both a global default and specifics per unit. This coupled with death animations would make blowing things up a whole lot prettier.
Yeah but that takes more work (especially if you want different parts of a unit to break off) and adds a weapon. On a second though, the ballistic property would be difficult.
In case you missed the changelog entry, this can now be
done using the new unit FBI tags pieceTrailCEGTag and
pieceTrailCEGRange (where Tag is a string and Range is
an integer). If Tag is given, each piece of an exploding
unit randomly loads one of <pieceTrailCEGRange> CEG's
whose tag starts with the prefix <pieceTrailCEGTag> and
ends with a number in the range [0, pieceTrailCEGRange - 1]:
Yeah, it seems the bitflags from COB do
not correspond to the actual flags used
by the projectiles. This is in CCobInstance:
Code:
int newflags = 0; if (flags & 2) newflags |= PP_Explode; // if (flags & 4) newflags |= PP_Fall; if ((flags & 8) && ph->particleSaturation<1) newflags |= PP_Smoke; if ((flags & 16) && ph->particleSaturation<0.95f) newflags |= PP_Fire;
Whereas this is in CPieceProjectile:
Code:
const int PP_Fall = (1 << 0); // 1 const int PP_Smoke = (1 << 1); // 2 const int PP_Fire = (1 << 2); // 4 const int PP_Explode = (1 << 3); // 8 const int PP_CEGTrail = (1 << 4); // 16
I'm tempted to equalize them, but that will
mean a lot of mods will have a lot of COB
scripts to edit. In the meantime, r4955
should work again (PP_CEGTrail has been
renamed to PP_NoCEGTrail and is now 64
for backward-compatibility).
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Can someone luaize this so it makes more sense to me?
Kloot wrote:
In case you missed the changelog entry, this can now be done using the new unit FBI tags pieceTrailCEGTag and pieceTrailCEGRange (where Tag is a string and Range is an integer). If Tag is given, each piece of an exploding unit randomly loads one of <pieceTrailCEGRange> CEG's whose tag starts with the prefix <pieceTrailCEGTag> and ends with a number in the range [0, pieceTrailCEGRange - 1]:
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