How does one archieve realistc Fallinganimations with SFX.FALL? I dont want pieces of buildings to jump over the landscape like a bunny on accid, just fall down to the ground, maybe slowly rolling because of there weight.
you can not controll exploded pieces.
if they go totally derp during flight it is because they rotate around the piece origin set in upspring.
but their direction/speed/tumbling/bouncyness is hardcoded.
knorke wrote:
you can not controll exploded pieces.
if they go totally derp during flight it is because they rotate around the piece origin set in upspring.
but their direction/speed/tumbling/bouncyness is hardcoded.
Spring.SetUnitHealth
( number unitID,
number health |
{ [ health = number health ],
[ capture = number capture ],
[ paralyze = number paralyze ],
[ build = number build ] }
) -> nil
How do i get the units Id? While the above is basically eyecandy, this is essential to the concept.
This would be the perfect moment for the devs to step up, take some responsibility.
I think sentences like:
"What have i done!" or
"What kind of monster have i unleashed!" are in order.
Maybe even a mad scientist laughing would be enough. But no, silence, silence cant be used against them, when the first bulletstoping shield appears, silence cant be used against them, when knorke forges his scrap golem.
But you laugh to early, after all they use spring, and this can be tracked back to you. You wont get away for unaccountability either, because you are programers, masters of logic, so i want to see your exception statements for this .
I mean, you can basically hear him allready, preparing the Schrott-gun, that will fire with departed units body parts. Cant somebody think of the children-objects of the modells. No, nobody, well i give up. Youl ll see what you get from this.