Old scripts that use show/hide to call CEGs

Old scripts that use show/hide to call CEGs

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Old scripts that use show/hide to call CEGs

Post by Forboding Angel »

I've been poking around in BA out of morbid curiosity lately, and I've run across something that just boggles my mind... CEG effects seem to be called using show/hide pieces, but when I look for the CEG I can't find it. WTF?

Also, it seems that you can't emit CEGs properly from 3do units because the CEG doesn't seem to get the vector information (Like emitting a CEG from a gun barrel)?

Help me out here?
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: Old scripts that use show/hide to call CEGs

Post by raaar »

You can emit CEG from 3do models' pieces. I use pieces with 2 vertexes as emit points.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Old scripts that use show/hide to call CEGs

Post by yuritch »

Forb, that's the old flare code. Basically if you do show/hide inside a FireWeapon callin, then the engine shows a weapon flare effect instead. This was made to improve standard OTA models (which had flares modelled as pieces) if I remember right.

Look for ShowFlare() in UnitScript.cpp to find out more.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Old scripts that use show/hide to call CEGs

Post by Forboding Angel »

Oi, vectors are not passed to flare pieces. That's no bueno. Basically torpedoes any reasonable attempt to add nice muzzle effects.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Old scripts that use show/hide to call CEGs

Post by smoth »

gundam had bos/3dos that used cgs moving from 3do to proper model I never had any issues.
Image

Code: Select all

#define dirt 					1024+0 
#define kampfertail 			1024+1 
#define	bluemuzzle 				1024+2

...

FirePrimary()
	{

		move right	to z-axis [-0.4] now;
		turn r_arm	to x-axis <-5> 	now;
		
		emit-sfx bluemuzzle  from flare; //first shot is actual weapon
		sleep 25;
			
		turn r_arm	to x-axis <0> 	speed [0.5];
		move right	to z-axis [0] 	speed [5];		
		
		sleep 75;
		
	}
	
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