smokes and waves and blasts
Moderator: Moderators
smokes and waves and blasts
i think
blast must create a wind effect localized
the wind must push the smoke and water
and water and wind must push plane and boats
blast must create a wind effect localized
the wind must push the smoke and water
and water and wind must push plane and boats
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Complicated to do, but it would look very very cool. I'm not sure our partical system is robust enough right now to make wind work properly. Right now wind in spring is mostly just a # and a random direction modifier that tells windmills what direction to face, that would need to be expanded a little bit. Flag features that blew in the wind would be pretty awesome though.
Maybe just a difference in how fast a unit can move? Obviously depending on it's mass. I can't see a light breeze giving a krog a faster walk.Snipawolf wrote:heheh, sweet idea, reminds me of the good ole games that had true innovative features...
Or wind could use impulse...
Blow a unit thats light enough?
Mass = less than wind force, unit is pushed in direction of wind?
actually after testing i see so=
large edgeefectifness do big hole
and large damage do big fireball/smoke
i disagree i think hole=smoke
1 wind and wav is related to gravity
2 water and wind are same thing than ground soft
=> memory use x3
3 sand too must moving as a wav =>actualy the ground is destroyed(isn t?) but for better effect ground wind and water must be mobil units never destroyable :same than sand in a box
i think destroy or pushing sand is same code
but the process count is expotential(in french)
same a round in water increase by time to the entire sea
for cheat with this physical law
just see the real (1960)nuclear video test
=>the smoke or could or water or sand must be is pushed by the areaofeffect but after coming back (for sand 1/2comeback for crater stay)
the explosion is all white at edgeefectivness .9 but if you use a .1 the color decrease white to reddark
exempl areaofefect=1000; edgeefectivness=.1; the blob sherical start at 1 and is redlight hff(hexa255) for 4 pixe after is hfe(hexa254) for 4 pixel and end to h00(hexa00)=reddark for the last 4 pixel with many cosxyz(don t know count so...)
this at time=1
at time=2 all count-1 and negativ values is smoke density
-1 is dark smoke -254 is white smoke like fog
value is used for expending and raising with a gravity modificator
(255>0)-Ygravity=raising(not moveXZ) ;(0>-255)+xzwind_speed move[raising is same=but reversed for fallback particuls]=>toxic/acid feature...
coordinating damag with visual with physic
5 variabl requered on xyz :units ground water sky and damag=enrgy
=> this do think me to another variabl :the metal
=>think so religious=come from ground will back to ground
=variabl 6 metal locat =>this enable the request about metal detector =>metal is mobil when pushing crushing or is in an unit for load unload in a factory and when is modeled for create the unit
energy is not same concept
because all cheat is not nice
really for this the infinit wav must be used or nothing
and infinte = maps sherical
=>existing in commanche1 old(1985)chopper fps really efectiv with little planete like 1km
but i m not understand if is a cheat or really a mathematical world
use google translator lame/english if you don t understand more than 80%
large edgeefectifness do big hole
and large damage do big fireball/smoke
i disagree i think hole=smoke
1 wind and wav is related to gravity
2 water and wind are same thing than ground soft
=> memory use x3
3 sand too must moving as a wav =>actualy the ground is destroyed(isn t?) but for better effect ground wind and water must be mobil units never destroyable :same than sand in a box
i think destroy or pushing sand is same code
but the process count is expotential(in french)
same a round in water increase by time to the entire sea
for cheat with this physical law
just see the real (1960)nuclear video test
=>the smoke or could or water or sand must be is pushed by the areaofeffect but after coming back (for sand 1/2comeback for crater stay)
the explosion is all white at edgeefectivness .9 but if you use a .1 the color decrease white to reddark
exempl areaofefect=1000; edgeefectivness=.1; the blob sherical start at 1 and is redlight hff(hexa255) for 4 pixe after is hfe(hexa254) for 4 pixel and end to h00(hexa00)=reddark for the last 4 pixel with many cosxyz(don t know count so...)
this at time=1
at time=2 all count-1 and negativ values is smoke density
-1 is dark smoke -254 is white smoke like fog
value is used for expending and raising with a gravity modificator
(255>0)-Ygravity=raising(not moveXZ) ;(0>-255)+xzwind_speed move[raising is same=but reversed for fallback particuls]=>toxic/acid feature...
coordinating damag with visual with physic
5 variabl requered on xyz :units ground water sky and damag=enrgy
=> this do think me to another variabl :the metal
=>think so religious=come from ground will back to ground
=variabl 6 metal locat =>this enable the request about metal detector =>metal is mobil when pushing crushing or is in an unit for load unload in a factory and when is modeled for create the unit
energy is not same concept
because all cheat is not nice
really for this the infinit wav must be used or nothing
and infinte = maps sherical
=>existing in commanche1 old(1985)chopper fps really efectiv with little planete like 1km
but i m not understand if is a cheat or really a mathematical world
use google translator lame/english if you don t understand more than 80%
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
wind strong enough to blow a hummvee or even a small car is enough to seriously reduce the accuracy of any weapon outside of ball lightening and magic.
any wind strong enough to move a unit is OVERKILL.
IMO one of the biggest slowdowns in spring comes from units pushing each other. This pushing can also cause units to be pushed into buildings or features. we do not need something constantly or randomly doing this. Esp. when each side has typically 100-500 units in play.
any wind strong enough to move a unit is OVERKILL.
IMO one of the biggest slowdowns in spring comes from units pushing each other. This pushing can also cause units to be pushed into buildings or features. we do not need something constantly or randomly doing this. Esp. when each side has typically 100-500 units in play.
it messes up formations too.
If you have too many units, then say there's a row of 6 in 2 lines all lined up and a 7th tries to goto the opposite end, instead of moving around the formation it ploughs through the existing units in formation and what you end up with is worse than just giving a normal move command.
If you have too many units, then say there's a row of 6 in 2 lines all lined up and a 7th tries to goto the opposite end, instead of moving around the formation it ploughs through the existing units in formation and what you end up with is worse than just giving a normal move command.
maybe some extrem wind can be played with special unit with high metal value
it seems some real world same jupiter with extrem gravity do etrems wind very corosiv and need armor for stay aliv
>think about corosiv world =it s the same chaleng for a windy world
is someone think about playing at WD mod in corosiv/acid world?
and play with human units on moon/mars looking not good but is possibl....
maybe the new shield features can be used for protect an area again natural ofences
it seems some real world same jupiter with extrem gravity do etrems wind very corosiv and need armor for stay aliv
>think about corosiv world =it s the same chaleng for a windy world
is someone think about playing at WD mod in corosiv/acid world?
and play with human units on moon/mars looking not good but is possibl....
maybe the new shield features can be used for protect an area again natural ofences
Yeah, tell me about it. one unit bumps another... the effected unit moves and the formation degrades exponentially most of the timeAF wrote:it messes up formations too.
If you have too many units, then say there's a row of 6 in 2 lines all lined up and a 7th tries to goto the opposite end, instead of moving around the formation it ploughs through the existing units in formation and what you end up with is worse than just giving a normal move command.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Lol, wind blowing scuttles, scuttles have the lowest center of gravity ever and virtually no area on which the wind could acctually catch them. Fleas maby, but even those are about the size of a large car.Snipawolf wrote:HOLY SHIT! Peewees are large!
I meant fleas/skuttles and midget sized things...
oups:
i requested a existing feature:
existing but unvisible because wind is always insuficient on maps for pushing smoke=>look the smoke whise a wind of 500
movie 500Ko divx512 here:
http://www.unknown-files.net/browse.php?dlid=1457
hum sorry
i requested a existing feature:
existing but unvisible because wind is always insuficient on maps for pushing smoke=>look the smoke whise a wind of 500
movie 500Ko divx512 here:
http://www.unknown-files.net/browse.php?dlid=1457
hum sorry