Instant projectiles
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Instant projectiles
I've started to play with Spring code yesterday. I have some changes I want to make.
One of them is how projectiles work. I'd like get rid of projectiles for some type of weapons like for instance for infanty rifles.
Im looking for instant impact. All I need is fire from the barrel and the explosion/impact dust. That's it, no traveling projectiles, beams, etc.
Does anyone have suggestions what would be the easyest way do it?
One of them is how projectiles work. I'd like get rid of projectiles for some type of weapons like for instance for infanty rifles.
Im looking for instant impact. All I need is fire from the barrel and the explosion/impact dust. That's it, no traveling projectiles, beams, etc.
Does anyone have suggestions what would be the easyest way do it?
I tried to increase the projectile speed to the point where u can't see it anymore. The problem with that is the projectile becomes very inaccurate. It looks like the projectile has no colision detection, it goes right through the target without exploding.
Is the projectile the only way a unit can inflict damage to another unit?
Is the projectile the only way a unit can inflict damage to another unit?
Yespin_ wrote:I tried to increase the projectile speed to the point where u can't see it anymore. The problem with that is the projectile becomes very inaccurate. It looks like the projectile has no colision detection, it goes right through the target without exploding.
Is the projectile the only way a unit can inflict damage to another unit?
I didn't know it missed if it was going really fast.. Interesting.. Do you use 3do or s3o?
The default one, that's 3do I think.Snipawolf wrote:Yespin_ wrote:I tried to increase the projectile speed to the point where u can't see it anymore. The problem with that is the projectile becomes very inaccurate. It looks like the projectile has no colision detection, it goes right through the target without exploding.
Is the projectile the only way a unit can inflict damage to another unit?
I didn't know it missed if it was going really fast.. Interesting.. Do you use 3do or s3o?
Actually, there are a number of things in 0.73b (one of them is mine, after gentle modification by JC and Yeha) that specifically address impact collision accuracy in Spring. More on that when we get to release status- I built NanoBlobs, after all, to very specifically talk about that.
As for making an invisible, insta-hit projectile... that's very easy. A Lightning weapon with a texture1 that's basically "not there" will work perfectly. Making a texture that's all clear is super-easy- just make a black texture with a black alpha
As for making an invisible, insta-hit projectile... that's very easy. A Lightning weapon with a texture1 that's basically "not there" will work perfectly. Making a texture that's all clear is super-easy- just make a black texture with a black alpha

Damn it all. I thought I was going to get to say this one. Wait, I know...FizWizz wrote:Even in the current version you could have beam lasers with an intensity of zero (or whatever makes them invisible) for instant hit projectiles that you cannot see.
AND HERE'S AN EXAMPLE!!!
Code: Select all
[ARMSNIPE_WEAPON]
{
ID=160;
name=SniperWeapon;
rendertype=0;
lineofsight=1;
turret=1;
noradar=1;
range=950;
reloadtime=14;
energypershot=500;
weaponvelocity=2000;
areaofeffect=4;
beamweapon=1;
targetMoveError=0.5;
intensity=0;
thickness=0;
rgbcolor=0 0 0;
SoundStart=sniper2;
SoundHit=DFhit;
explosiongenerator=custom:FLASH1nd;
impulsefactor=0.123;
impulseBoost=0.123;
craterMult=0;
craterBoost=0;
[DAMAGE]
{
default=2500;
COMMANDERS=750;
KROGOTH=6000;
ORCONE=6000;
SEADRAGON=6000;
BLACKHYDRA=6000;
MECHS=3500;
L1SUBS=5;
L2SUBS=5;
L3SUBS=5;
}
}