This is sort of a feature request but more in a fact that this seems like a bug/oversight to me.. Currently only the default explosion if used is visible no matter where you shoot something on the map.. any custom explosion generation is only visible if you have line of sight and only for as long as you have line of sight..
This makes sense for most things, but for a finely crafted nuke explosion (like the one argh made) if that goes off, anywhere it should be visible, 1 because it looks cool, and 2 because of how big it is.. basically If I fire a nuke missile at something and it hits, I want to be able to see the mushroom cloud/fireball/other particle effects not just a big scar blast mark, which is currently what we get.. is there some way we could flag certain explosion generator FXs to be always visible or something so no matter where they go off on the map everyone can see the FX.. I mean its sort of ominus if your playing a FFA and you see the area where you know someone is go up in a mushroom cloud..
Problem with the explosion system..
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Weapons / effects could have a boolean globallyVisible flag or similar - I don't think this would be very hard to implement for someone that knows the weapons and graphics systems (which I don't). If noone's done this within a week or so, I'll have a take a look at it 
Edit: In case you didn't guess I thought so - nice idea

Edit: In case you didn't guess I thought so - nice idea

Yeah I wouldnt mind having some way to control the distance at which you view an explosion, but there definately has to be a way to set up some explosions to always visible within that system..
had a second thought might be cool to have global spring variable to tweak cull radius for custom explosions..
had a second thought might be cool to have global spring variable to tweak cull radius for custom explosions..
And it saves overall particle count!Argh wrote:What I'd like, honestly, is a CullRadius variable. If the camera frustrum is greater X,Z than CullRadius, then we could skip the CustomExplosionGenerator entirely, saving CPU considerably. Just a thought.
It would be nice to split the explosion generator up into explosion classes and special effect classes as well, both using different settings. Just a thought but with all that new emit-sfx stuff the particle count of 20k just doesn't seem so much anymore.
There will be quite a few mods who probably will make use of that. Just imagine a bunch of aircraft with 4 individual thruster effects on it, they increase the overall particle count by quite a lot in large numbers.