Instant projectiles

Instant projectiles

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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pin_
Posts: 49
Joined: 22 Jul 2006, 16:12

Instant projectiles

Post by pin_ »

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?
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Snipawolf
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Post by Snipawolf »

I guess just ramp the velocity up all the way, I don't think we can play this game without projectiles..
pin_
Posts: 49
Joined: 22 Jul 2006, 16:12

Post by pin_ »

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?
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Snipawolf
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Post by Snipawolf »

pin_ 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?
Yes

I didn't know it missed if it was going really fast.. Interesting.. Do you use 3do or s3o?
pin_
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Post by pin_ »

I type fast huh?
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Snipawolf
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Post by Snipawolf »

yeah, i guess.. Kinda irrelevent :P
pin_
Posts: 49
Joined: 22 Jul 2006, 16:12

Post by pin_ »

Snipawolf wrote:
pin_ 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?
Yes

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.
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Snipawolf
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Post by Snipawolf »

Switch to s3o, I think someone said the collision was fixed in it.
pin_
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Joined: 22 Jul 2006, 16:12

Post by pin_ »

Thanks, does that mean I have to make new units by myself or ther's some converter available?
pin_
Posts: 49
Joined: 22 Jul 2006, 16:12

Post by pin_ »

Snipawolf wrote:yeah, i guess.. Kinda irrelevent :P
=]

I knew that qustion will come eventually so I started to write my second post after I finished the first one
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Snipawolf
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Post by Snipawolf »

I think a converter would be upspring... Do you know about UV mapping and all?
pin_
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Post by pin_ »

yeah, but I'd rather not do stuff by hand. It's >100 unit types after all.
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Snipawolf
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Post by Snipawolf »

Then, uhmmm... I dunno, I guess you'll just have to use a really small model for the ammunition..
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Argh
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Post by Argh »

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 :-)
pin_
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Joined: 22 Jul 2006, 16:12

Post by pin_ »

Thanks Argh!
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Snipawolf
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Post by Snipawolf »

See the difference between Argh and I

Snipawolf = Nub

Argh = Genius
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

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.
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Caydr
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Post by Caydr »

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.
Damn it all. I thought I was going to get to say this one. Wait, I know...

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;
}
}
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

beamlaser with a low intensity
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