Flare effect using emit-sfx

Flare effect using emit-sfx

Requests for features in the spring code.

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KDR_11k
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Flare effect using emit-sfx

Post by KDR_11k »

Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
Crampman
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Post by Crampman »

I suggested, a long time ago, to allow custom sfx-types, based on the particle engine.

That would allow every types of fx effetcs, including fire/smokes/magic

But, obviously, everybody has forgotten it...
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Tim Blokdijk
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Post by Tim Blokdijk »

Crampman wrote:I suggested, a long time ago,
...
But, obviously, everybody has forgotten it...
Write a patch!
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

+1 on that.

Artillery muzzle brakes have most of the smoke shoot out from the sides, also the muzzle flames come out from there as well for the majority.

MLRS in WD would greatly benefit from this as well.

Definitly +1 on that.

I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).

I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
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VonGratz
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Re: Flare effect using emit-sfx

Post by VonGratz »

KDR_11k wrote:Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
It works, :!: A wrong script created a bright pulse in one ship once time that is very close to a flare.
VonGratz :wink:
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KDR_11k
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Post by KDR_11k »

Bright? I'm talking about the smoke pillars, there isn't much brightness in those.
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VonGratz
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Post by VonGratz »

Bright? I'm talking about the smoke pillars, there isn't much brightness in those.
I know, but Im talking about the "missed" bright flares that exactly follows the same principle :wink:
I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).

I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
I also wish this...
VonGratz
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Caydr
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Post by Caydr »

I think we're probably getting closer to this becoming realistic. The new explosion and weapon effect systems are probably a precursor to scriptable general/passive sfx.
Yeha
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Post by Yeha »

SVN has been updated so you can call an explosiongenerator via the emit-sfx command.

The explosion has to be defined in the unit tdf file under a section called SFXTypes. For an example you can put this in the unit file (under unitinfo):

Code: Select all

	[SFXTypes]
	{
		explosiongenerator0=custom:EXPLOSION1;
		explosiongenerator1=custom:EXPLOSION2;
	}
Then call them via emit-sfx with the number 1024 + which explosion to generate ex: "emit-sfx 1024+0" to call the first one.

There is also some suport for fireing weapons via emit-sfx, emit-sfx 2048+n fires the n weapon of the unit from the specified piece. If the piece only have one vertex the weapon is detonated at that position instantly, if the piece have two vertices the weapon is fire at the direction they are pointing.
This probably have some sideeffects for some weapons though.
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KDR_11k
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Post by KDR_11k »

WHEEEEEE!

What does that "if it has two vertices" bit mean for empty objects in s3os, though?
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Argh
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Post by Argh »

Empty objects (points) < 2 vertices. I would think that means insta-spawn. I dunno... but I can say that I'm really looking forward to playing with this. Is it going to be in 0.73b, or 0.74?
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KDR_11k
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Post by KDR_11k »

If this isn't in 73 there might be a series of mysterious accidents throughout Sweden. :P
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Argh
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Post by Argh »

If it is going to be in 0.73b, then I need to make (yet another) technical demo and put it into NanoBlobs before release :P
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rattle
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Post by rattle »

And was trying to figure out where it takes the ID from... DUH!
esteroth12
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Post by esteroth12 »

now wait... is this in test installer 3? because if not, can someone send me a windows binary? i don't have any developing environment, but i want to screw around with this...
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rattle
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Post by rattle »

Binary: http://rattle.from-hell.net/spring/spring_build2268.rar
Don't forget to update the stuff which goes into the base dir...
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Argh
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Post by Argh »

Hmm, I'll have to take a look tonight.
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Caydr
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Post by Caydr »

Exploding Turkies!
Last edited by Caydr on 25 Sep 2006, 18:09, edited 1 time in total.
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rattle
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Post by rattle »

http://rattle.from-hell.net/spring/spring_build2274.rar
Latest changes and CBitmapMuzzleFlame is back in.
esteroth12
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Post by esteroth12 »

how does spring figure out what direction to fire if the part has more than 2 verts?

e: also, can we have the ability to specify 2 points, and it will fire the weapon along the ray?

Code: Select all

emit-sfx 2048 from smoke1-smoke2;
for example... or if it won't work with a hyphen, then

Code: Select all

emit-sfx 2048 from (smoke1, smoke2);
both where smoke1 and smoke2 are flares
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