CEGS and visibility

CEGS and visibility

Requests for features in the spring code.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

CEGS and visibility

Post by smoth »

Is there a way to make the effects owned by a player or his/her ally to show up even when out of los. This is particularly awful on smoke trails for missiles when they go beyond LOS the missile trail suddenly stops and it ruins the whole effect.

also the tag: alwaysVisible=1;

does not work on all explosion generators, particularly the custom explosion generator. Can this be fixed?

I would appreciate it, thanks in advance.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: CEGS and visibility

Post by quantum »

It works for the simple particle system.
Example, using one of your effects:

Code: Select all

	[POOF01]
	{
		class=CSimpleParticleSystem;
		[properties]
		{
		sizeGrowth=0.8;
		sizeMod=1.0;
        	pos = r-1 r1, r-1 r1, r-1 r1;
         	emitVector=0, 0, 0;
		gravity=r-0.05 r0.05, 0 r0.05, r-0.05 r0.05;
		colorMap= 0.8 0.65 0.55 1.0	0 0 0 0.0;
		Texture=dirt;
		airdrag=1.0;
		particleLife=4;
		particleLifeSpread=40;
		numParticles=5;
		particleSpeed=3;
		particleSpeedSpread=10;
		particleSize=10;
		particleSizeSpread=0;
		emitRot=90;
		emitRotSpread=25;
		directional=1;
		alwaysVisible=0;
    
		}
	air=1;
	ground=1;
	count=1;
	}
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: CEGS and visibility

Post by smoth »

nope it doesn't.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: CEGS and visibility

Post by Argh »

No, it doesn't work, and CEGs use AirLOS, instead of standard LOS, which leads to stuff like seeing CEGs over a hill, for a unit you cannot otherwise see, and other big problems.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: CEGS and visibility

Post by KDR_11k »

If the SPS doesn't accept alwaysVisible explain Fibre please.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: CEGS and visibility

Post by Argh »

Dunno what you're talking about, I've never played it MP so I wouldn't know. All I know is that when I've set that for SimpleParticleSystem CEGs, it doesn't seem to actually work, but obeys AirLos. I'll re-test it when I get home, maybe I'm just stupid or tested incorrectly...
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: CEGS and visibility

Post by quantum »

Launch a nuke in CA. You'll see the simple particle system part of it anywhere in the map.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: CEGS and visibility

Post by KDR_11k »

Fibre has zero LOS, anything you see is alwaysvisible.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: CEGS and visibility

Post by smoth »

apparently SPS can do it now, I was told a while back that alwaysvisible didn't apply, I guess that was changed.

NOTE: usealos will disable always visible and missile lifetime ending will stop ceg particle systems.(thanks kdr)
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