Ok, this may seem like a lame request, but...
Moderator: Moderators
Ok, this may seem like a lame request, but...
Um, could we get a BeamLength tag for our beam weapons? I'm tired of every beam being the same length, even when I want to differentiate them to players... don't slug me, this is probably a real pain to code, I know...
- Felix the Cat
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- Joined: 15 Jun 2005, 17:30
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- Joined: 19 Aug 2004, 17:38
There's no difference between a laser and a lineofsight projectile, game mechanics-wise. The difference is in the rendering. A beamlaser is a different matter.
Btw, I thought "duration" was affecting beam length?
Also, as we're on the subject of improving lasers, maybe add a function so that the "beam chunk" of the laser projectile doesn't disappear instantly on hit, but kinda continues flying into the impact point until it disappears?
Btw, I thought "duration" was affecting beam length?
Also, as we're on the subject of improving lasers, maybe add a function so that the "beam chunk" of the laser projectile doesn't disappear instantly on hit, but kinda continues flying into the impact point until it disappears?
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- Joined: 19 Aug 2004, 17:38
Lasers were done with models in SWTA for OTA. The reason we have a separate definition of a laser is because of its rendering that consists of several triangles stretched between the laser's startpoint and endpoint. I don't think there is any better way of doing it, but the laser could use some spice too, like a whiteish middle as a 'hotter' area, not just a solid block of light. And as I said, the non-instant lasers could use some 'fade-out' when they hit, seeing a lengthy green stick just *poof* disappear on contact with the ground isn't as good as it could be.
Also, how about non-instanthit beamlasers? Something like an invisible projectile having "beamtrail". Then we could have some wicked guided beamlasers. :D
Also, how about non-instanthit beamlasers? Something like an invisible projectile having "beamtrail". Then we could have some wicked guided beamlasers. :D