Beamlasers collide with friendlies...

Beamlasers collide with friendlies...

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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Guessmyname
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Joined: 28 Apr 2005, 21:07

Beamlasers collide with friendlies...

Post by Guessmyname »

...regardless of the weapon's 'collidefriendly' tag
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

They also deform ground regardless of their crater setting, unless set to an AoE below 16.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

No, they don't cause craters. Something must be wrong with your setup. Here's some code to ponder- it does absolutely zero cratering.

Code: Select all

[SPRINGERGUN]
	{
	name=Beamer;
	rendertype=1;
	lineofsight=1;
	range=800;
	turret=1;
	reloadtime=0.5;
	noselfdamage=1;
	areaofeffect=64;
	CollisionSize=8;
	
//LOOK AND FEEL
	BeamLaser=1;
	BeamTime=0.25;
	RGBcolor=0 0.3 1;
	RGBcolor2=1 0.8 0.3;
	Thickness=2;
	CoreThickness=0.25;
	Intensity=0.8;


	soundstart=Argh_SmallLaser;
	SoundStartvolume=20;
	AvoidFriendly=0;
	CollideFriendly=0;
	tolerance=500;

	impulsefactor=0;
	impulseBoost=0; 
	craterMult=0; 
	craterBoost=0;
	explosiongenerator=custom:SPRINGERGUN_FX;
	explosionspeed=128;
	[DAMAGE]
		{
		default=0.000001;
		ULTRAHEAVY=750;
		REFLEC=200;
		HEAVY=600;
		LIGHT=500;
		}
	}
As for the CollideFriendly... yup, that's the case. I really haven't seen it have a significant impact on gamplay, though, even with AvoidFriendly off.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

I haven't checked the latest build but I know for a fact that my Annihilator guns caused serious ground deformation. Maybe... ah, you're not having a problem because you've got damage set to 0.0000001 or whatever. I suppose I could do that too. Good thinking.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, been doing that trick for a long while. No point in the Default damage tag, other than that the engine requires it, and a bunch of things are tied to it, so I set it to a very, very low level. Seems to work just fine. Just tested on Castle's sand (very deformable) and it's still working perfectly.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I thought the newer builds fixed the cratering for beamlasers?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

They did, for the way I'm doing it. I guess they didn't for every possible build.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Just noticed this earlier today... firing a beamlaser and moving the firepoint inside of the unit makes it hurt itself regardless of tag.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Really? Even with NoSelfDamage=1? And does the beam stop? I wanna see a screen of this.
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rattle
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I noticed this while making a script for this nice (but terribly set up) model by MR.D. http://taspring.clan-sy.com/phpbb/viewt ... 6&start=40


http://rattle.from-hell.net/spring/deciever.rar (yes I noticed the typo)
Get the unfinished script (and model and everything else, weapons taken from AA).
Simply uncomment the lines in the Create() function (makes it pop up and down) and let it shoot at something. When it closes the firepoint is inside of the unit and it damages it self. Tested this with the 2323 build.
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