About Cannon weaponType & Emit-SFX
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About Cannon weaponType & Emit-SFX
Can somebody please fix it? I have a specific use in mind, and using a MissleLauncher instead is a waste.
If DGun would accept a TTL and remove the weapon projectile after TTL, it'd be close to what I actually wanted. What I want is a ballistic projectile that can groundbounce and is able to be emit-sfx'd properly by COB. Currently, Cannon weapons just create their explosion.
However, DGun still automatically creates a cegtag-like system, which is annoying. Moreover, it's tied to explo.tga, which is used for all of the default "flame" FX- making it null == no fires from trees, etc.
But I almost have it adjusted to the point where it's acceptable, aside from losing the crappy FX for burning trees.
Hopefully Lurker will come through with that patch untying all of these default events from hardcoded stuff, so that instead of losing things to get what I want, I just point the relevant CEG towards an appropriate texture...
However, DGun still automatically creates a cegtag-like system, which is annoying. Moreover, it's tied to explo.tga, which is used for all of the default "flame" FX- making it null == no fires from trees, etc.
But I almost have it adjusted to the point where it's acceptable, aside from losing the crappy FX for burning trees.
Hopefully Lurker will come through with that patch untying all of these default events from hardcoded stuff, so that instead of losing things to get what I want, I just point the relevant CEG towards an appropriate texture...
Sounds like a highly viable first patch for me to make, expect it either in two days or two weeks, depending on how much I feel like studying for finals.Argh wrote:If DGun would accept a TTL and remove the weapon projectile after TTL, it'd be close to what I actually wanted.
I'll have a look at that too, no guarantees there though. They seem to be emitted just fine initially, and explode either after a amall amount of time or after leaving the unit's footprint...or something.What I want is a ballistic projectile that can groundbounce and is able to be emit-sfx'd properly by COB. Currently, Cannon weapons just create their explosion.
edit: The former seems quite simple, it'll be about half done as soon as I figure out how to send the TTL to CProjectile (the constructor maybe?). Does a simple TTL=x; weapon tag sound ok, where x is an integer and is the number of frames for the projectile to exist? I'm thinking of simply removing the projectile when the ttl expires when x is negative, and detonating it when x is positive.
This is still early days, but Peet, if you can get me a way to kill DGuns somehow... this will just get cooler

Different speeds, to add a lot of chaos to a system.

Each particle is its own entity- in theory, they could all be completely unique in their properties. Moreover, since this is being run by COB, you could randomize the numbers of particles spawned... heck, if you got really fancy, a LUA control could be used to raise / lower the possible numbers.

Because they're "weapons", they can interact with terrain... or other units, or with trees... did I mention that I can already cause realistic forest fires?

And, as you can see clearly here, they can also interact with water
Ah, and while your patching DGun, Peet... look at the flameprojectile... de-link it to the explotex... that'll allow tree-fires and other default "flame" events to work properly (hopefully just as a temporary hack-around until Lurker gets the major problem solved and removes the hardcoded FX in general...).


Different speeds, to add a lot of chaos to a system.

Each particle is its own entity- in theory, they could all be completely unique in their properties. Moreover, since this is being run by COB, you could randomize the numbers of particles spawned... heck, if you got really fancy, a LUA control could be used to raise / lower the possible numbers.

Because they're "weapons", they can interact with terrain... or other units, or with trees... did I mention that I can already cause realistic forest fires?

And, as you can see clearly here, they can also interact with water

Ah, and while your patching DGun, Peet... look at the flameprojectile... de-link it to the explotex... that'll allow tree-fires and other default "flame" events to work properly (hopefully just as a temporary hack-around until Lurker gets the major problem solved and removes the hardcoded FX in general...).
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