FlameThrower: Proposed Modification - Page 6

FlameThrower: Proposed Modification

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Das Bruce
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Post by Das Bruce »

Argh wrote:Want to play with it? You'll also need these. And I assume that anybody that downloads this is smart enough to know what to do with them ;)
:evil:
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Argh
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Post by Argh »

Aw, come on. Stick the TGA into yer Bitmaps folder. Stick the TDF into the Gamedata folder of yer mod... this is hard? :roll: And yes, this will only work with a current install of the 0.73b2.


And here's a gas-gun. Basically, this is just limited by what the code can do, plus some imaginative bitmaps and variable settings. BTW, if you want a bitmap to remain a very specific set of colors (i.e., you don't want it to color-shift), just specify RGBColor and RGBColor2 as "1 1 1" :-)

Image
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Das Bruce
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Post by Das Bruce »

Could not load texture from file bitmaps/alpha_block.tga
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Argh
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Post by Argh »

Oops. Go to Resources.tdf and remove the following lines:
zerg_spit=zerg_spit.tga;

alpha_block=alpha_block.tga;
... and you'll be fine. These were just in there for testing purposes.
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Zoombie
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Post by Zoombie »

Neato. Thats my crazy WWI-with-zombies mod idea one step closer to reality. Now...how to model...
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Argh
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Post by Argh »

BTW, for those of you playing with this... you can set a negative SizeGrowth, but it will eventually reverse (like everything else in Spring concerned with handling bitmaps, the number being returned is an unsigned float).

At any rate, have fun y'all... I'm going to stare at NanoBlobs for a bit and then fall asleep.
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KDR_11k
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Post by KDR_11k »

Argh wrote:BTW, for those of you playing with this... you can set a negative SizeGrowth, but it will eventually reverse (like everything else in Spring concerned with handling bitmaps, the number being returned is an unsigned float).
But we can set the lifetime of the projectile so it disappears before reaching negative values, right?
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Argh
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Post by Argh »

Yes, by playing with the range and projectile speed.
espylaub
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Post by espylaub »

Great work, looks wonderful both as flames and gas. Veeeery nice. Now do one with water so we can put out the fires the flamer has started ^^

Eh.

Anyway. Nice :-)
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Decimator
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Post by Decimator »

I dare say that's one of the best flamethrowers I've seen in any game to date!
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Caydr
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Post by Caydr »

Agreed. Very very nice flamethrowers.
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Snipawolf
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Post by Snipawolf »

Argh wrote: Image
I like this gas/acid look even more than the other one, badass!

Edit: This is like my 3rd alien model idea, A "gunship" that fires acid out, and guess who inspired it with their insane flamethrowers? :wink:
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Das Bruce
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Post by Das Bruce »

Damage doesn't seem to work properly, it doesn't spread out with the flame.
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Argh
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Post by Argh »

Well, it was using size = size apparant, but Yeha has recoded it so that now we have control over it as a percentile for FlameThrowers, and as an absolute for the other particle-based weapons (lasers, plasma, emg). So expect that to be fixed.
esteroth12
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Post by esteroth12 »

now all we need is DoT for the gas ;)
hawkki
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Post by hawkki »

esteroth12 wrote:now all we need is DoT for the gas ;)
DoT = ?
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Neddie
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Post by Neddie »

Damage over time. It's a phrase more often heard in the degenerate world of MMORPGs.
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Muzic
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Post by Muzic »

neddiedrow wrote:Damage over time. It's a phrase more often heard in the degenerate world of MMORPGs.
/casts magic missle..

Anyways those are beautiful flames.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

one question, can you make it be affected by gravity, ie balistic=1;? or some other means of making it go up or fall? if you use, say, water or acid its going to fall to the ground, and gas, depending on its weight, will rise or fall...
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