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?
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
Re: Old scripts that use show/hide to call CEGs
You can emit CEG from 3do models' pieces. I use pieces with 2 vertexes as emit points.
Re: Old scripts that use show/hide to call CEGs
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.
Look for ShowFlare() in UnitScript.cpp to find out more.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Old scripts that use show/hide to call CEGs
Oi, vectors are not passed to flare pieces. That's no bueno. Basically torpedoes any reasonable attempt to add nice muzzle effects.
Re: Old scripts that use show/hide to call CEGs
gundam had bos/3dos that used cgs moving from 3do to proper model I never had any issues.
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;
}