About Cannon weaponType & Emit-SFX

About Cannon weaponType & Emit-SFX

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

About Cannon weaponType & Emit-SFX

Post by Argh »

Can somebody please fix it? I have a specific use in mind, and using a MissleLauncher instead is a waste.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Bombs can't be emitted either, causes crashes here.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Try a DGun with ballistic=1.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It ... er... it "works", but it doesn't obey range, doesn't eventually explode, etc., unless it hits a Unit or Feature.

Kind've lame. Any chance that DGun could be made range-compliant via BurnBlow?

Also, it refuses to accept the value of Accuracy when the weapon projectile is created.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

With a MissileLauncher, it's almost right, except that weapons of that type with Ballistic=1 are no longer using gravity after the first bounce, it appears. I'll keep looking at this, maybe it's just my bounce settings... at least now I have the spectacular FX I was hoping for...
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Cannon...

Huh? I got cannons to work fine with Cegtag. At least, I think I did.

I have a bouncing grenade and a cannon for a tank, both emit FX...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It's not the cegtag, that's just a slice of what I wanted to do here. I'll make a video when I'm done making the stuff I need to do a demo- let's just say that I just duplicated the FX stuff from that game SJ worked on.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Argh wrote:If DGun would accept a TTL and remove the weapon projectile after TTL, it'd be close to what I actually wanted.
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.
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.
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.

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.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

A TTL tag would be great, and would totally solve my main problem with what I'm trying to do here. What I have now is pretty neato, but being able to use groundbounce would be perfect.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

This is still early days, but Peet, if you can get me a way to kill DGuns somehow... this will just get cooler 8)

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

Image
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.

Image
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?

Image
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...).
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

How did I get myself signed up for such a mess of coding? -_- At least I have a month off from school here.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Sorry :P You know it'll be worth it, though, when my beautiful forest fires of Dewm are a standard part of Spring <rubs hands together in glee>
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

will this hold up the engine?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yet again, showcasing pictures of an idea I had! You've done this SO many times :cry:
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

everyone has these ideas, there is nothing groundbreaking or revolutionary about it. I am happy to see the engine support being added for this and I am thankful for the work being done.
Post Reply

Return to “Engine”