Foxomaniac wrote:In recent news, someone liked the way coms spawn in supcom :
http://froob.iamacup.com/media/video4.avi
Wow, that is really cool.
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Foxomaniac wrote:In recent news, someone liked the way coms spawn in supcom :
http://froob.iamacup.com/media/video4.avi
wow hrmph is alivehrmph wrote:Foxomaniac wrote:In recent news, someone liked the way coms spawn in supcom :
http://froob.iamacup.com/media/video4.avi
Wow, that is really cool.
Reminds me of the time travel in the Terminator movies.Foxomaniac wrote:In recent news, someone liked the way coms spawn in supcom :
http://froob.iamacup.com/media/video4.avi
No idea how I could do that, probably the best way is to bug one of the Script Wizards .so, can we make the damage come when the shockwave reaches it? and blow units away?
Animations like this make a good argument why it would be nice to be able to define secondary warheads in weapons. The first boom could be one event. The splatter effect (or shockwave after effects I guess it could be said) with all of those neat mini puffs could be a separate event. As it is, its beautiful but the effects have no teeth representative of them.Ling_Lover wrote:http://froob.iamacup.com/media/shoockwave.avi
cool!
so, can we make the damage come when the shockwave reaches it? and blow units away? (at where the shockwave is and not inside it)
Not really true. it would be pretty trivial to add a weapon in the unit's script that detonates at the same time as the shockwave goes out. or to set the explosionspeed of the weapon hit to match the shockwave.MadRat wrote: Animations like this make a good argument why it would be nice to be able to define secondary warheads in weapons. The first boom could be one event. The splatter effect (or shockwave after effects I guess it could be said) with all of those neat mini puffs could be a separate event. As it is, its beautiful but the effects have no teeth representative of them.
Can you create an example? I don't believe this is the case, but I do trust what I can see.Nemo wrote:Not really true. it would be pretty trivial to add a weapon in the unit's script that detonates at the same time as the shockwave goes out. or to set the explosionspeed of the weapon hit to match the shockwave.MadRat wrote: Animations like this make a good argument why it would be nice to be able to define secondary warheads in weapons. The first boom could be one event. The splatter effect (or shockwave after effects I guess it could be said) with all of those neat mini puffs could be a separate event. As it is, its beautiful but the effects have no teeth representative of them.
I misread your post; I thought you meant the fancy unit explosions.MadRat wrote: Can you create an example? I don't believe this is the case, but I do trust what I can see.