True piece fall.

True piece fall.

Requests for features in the spring code.

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

True piece fall.

Post by smoth »

We have explode piecename which causes a piece to explode off in an arc.. but if I want a unit to simply drop a piece and it fall off I have no way of doing that..

so request...

fall(piecename) or something like that where the piece in question drops off and falls vertically.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: True piece fall.

Post by Neddie »

This piece would fall to the ground at an arbitrary or set speed? Would it detect and leave itself upon the ground or explode on impact, leaving nothing?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: True piece fall.

Post by smoth »

dunno..

I would assume fall at gravity like other pieces but lets see..

fall(piecename)
-basic functionality, all I really need falls and normal gravity disappears after leaving level, prettu nice..

or


fall (gravityvector) (piecename) (smoke|shatter|explode on impact)
as opposed to explode, would be nice to.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: True piece fall.

Post by Super Mario »

It it like in halo wars that when one of the vehicles explodes it creates small debris with physics? Is that the idea?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: True piece fall.

Post by Argh »

+1

Already asked for the ability to change to the impulse given to a Piece elsewhere. We can control everything else.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: True piece fall.

Post by smoth »

how do you mean impulse?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: True piece fall.

Post by Argh »

When Pieces are subjected to a FALL event, a certain amount of impulse is applied- i.e., there's an explosion there, that we can't control, that behaves exactly like the impulse from a regular explosion does. You know, that whole bouncing-pieces stuff?

I got Pieces to fall pretty much straight down otherwise, but they bounce upwards first, which looks really lame. I hadn't thought of it earlier, but maybe an absurdly-high Mass value could solve that.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: True piece fall.

Post by smoth »

I am not asking for explosion or controll on explosion. just a fall, as in I drop a rock it falls.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: True piece fall.

Post by Argh »

I'm saying, that we can do that, with some caveats. Hold on, I'll go check the mass thing, and if it works, I'll post some source.
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: True piece fall.

Post by thesleepless »

falls to ground, leaves debris, can be reclaimed for metal?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: True piece fall.

Post by Argh »

Ah... got it!

Hold on, I'll post some code for Pieces that will just... fall.

Here ya go. Should be pretty easy to customize and make variations that are cool. Just be aware that the vector provided for spin also determines the initial amount of rotation applied (i.e., it's instant), so you want to keep it small, for big things.
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PieceProjectiles.lua
(2.36 KiB) Downloaded 108 times
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