CegTag!
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
It's really simple, Forb. Just add the line cegTag=NAME_OF_YOUR_CEG; to your Weapon's TDF.
This will cause whatever CEG is named to be spawned at the Origin of the model (or 0,0,0, if no S3O is present) every frame that the weapon is alive, with a couple of important (and interesting) exceptions:
1. cegTag doesn't seem to know what to do with the instant-travel weapons. I think it might be best to allow people to set a WeaponVelocity, and have cegTag just spawn from a point along the beam, so that people can do a variety of things.
2. cegTag shuts off on MissileWeapons and StarBurstWeapons if they have exceeded FlightTime. That's actually really kewl- the "engines" shut off, just as the projectile becomes just another Cannon shell. Plus, it allows for some other tricks...
This will cause whatever CEG is named to be spawned at the Origin of the model (or 0,0,0, if no S3O is present) every frame that the weapon is alive, with a couple of important (and interesting) exceptions:
1. cegTag doesn't seem to know what to do with the instant-travel weapons. I think it might be best to allow people to set a WeaponVelocity, and have cegTag just spawn from a point along the beam, so that people can do a variety of things.
2. cegTag shuts off on MissileWeapons and StarBurstWeapons if they have exceeded FlightTime. That's actually really kewl- the "engines" shut off, just as the projectile becomes just another Cannon shell. Plus, it allows for some other tricks...
Within reason, of course. Which is why I keep harping on certain aspects of how it works. Because I really do believe that non-z-sorted particle systems and a better timing model are both key to achieving better overall efficiency and simpler systems.
With the exception of my uber-fancy missile trails, though, most of this runs quite quickly, and the missile trails will almost certainly run at acceptable framerates when I've had a little more time to optimize them- there are a couple of promising approaches I haven't had time to investigate yet, as I took the opportunity presented by all of this to thoroughly clean house and get all of PURE's FX code neatly organized again...
With the exception of my uber-fancy missile trails, though, most of this runs quite quickly, and the missile trails will almost certainly run at acceptable framerates when I've had a little more time to optimize them- there are a couple of promising approaches I haven't had time to investigate yet, as I took the opportunity presented by all of this to thoroughly clean house and get all of PURE's FX code neatly organized again...
Hah, my missiles are less laggy because they move faster, and their particles die faster, thus meaning I have less particles
The other things add an almost nil lag. My GC5 (the railgun with lighting effect) is perfectly fine, I was actually expecting a good bit of lag when there were several of them shooting, but it worked fine.
With power comes responsibility. From my studies so far, these can be pretty easily curbed as long as the particles are kept down. Now, if we could control the timing as well, that would be pretty sweet, but it doesn't make much of a difference (to me) currently. It does everything I need it to, and, just to show you, these are now planned effects I will use it for.
Random arcs of lightning on ball lightning
Plasma (both the gassy stuff behind the plasma and little sparks arcing from it)
Missile trails, different kinds for diff missiles. Shubblar are pretty primitive and will use a firey black trail (the one in my pic should do fine
) and humans will use a cleaner looking trail.
My psychic blasts will now come to life. Heh heh heh heh.
Thanks again Kloot!

The other things add an almost nil lag. My GC5 (the railgun with lighting effect) is perfectly fine, I was actually expecting a good bit of lag when there were several of them shooting, but it worked fine.
With power comes responsibility. From my studies so far, these can be pretty easily curbed as long as the particles are kept down. Now, if we could control the timing as well, that would be pretty sweet, but it doesn't make much of a difference (to me) currently. It does everything I need it to, and, just to show you, these are now planned effects I will use it for.
Random arcs of lightning on ball lightning
Plasma (both the gassy stuff behind the plasma and little sparks arcing from it)
Missile trails, different kinds for diff missiles. Shubblar are pretty primitive and will use a firey black trail (the one in my pic should do fine

My psychic blasts will now come to life. Heh heh heh heh.
Thanks again Kloot!