Weapon FX?

Weapon FX?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Weapon FX?

Post by Sean Mirrsen »

Now that I have the code, I thought 'at last, I'll be able to add the weapon FX I want', but no, I can't read the solution files, and all I can do still is complain. As I always did. :P

Now, was it really so hard to add this:

Code: Select all

	if(!weaponDef->visuals.modelName.empty()){
		S3DOModel* model = unit3doparser->Load3DO(string("objects3d\\")+weaponDef->visuals.modelName+".3do",1,0);
		if(model){
			modelDispList= model->rootobject->displist;
			isUnitPart=true;
		}
	}
into the missileprojectile.cpp? And why not have the 'bombdropper' of yours actually drop bombs, not generic 'explosiveprojectiles'?

(code bit taken from starburstprojectile.cpp)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

I guess we can fix that although the missiles are usually to small to see.

What would be the difference between a bomb and explosiveprojectile?
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

It would look like it was bombing not just strafing very slowly.:P
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

ExplosiveProjectile as it is now is a fireball, it needs to be a model.
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