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Re: REQ: Wind Speed

Posted: 21 Jan 2010, 01:07
by Wartender
beherith's swaying trees + wind determining how and in what direction the trees sway would be so much win i can't encompass it in a single post.

Re: REQ: Wind Speed

Posted: 21 Jan 2010, 08:11
by Spawn_Retard
Pako wrote:
Spawn_Retard wrote: please fix it so it wont break!

your widget is goddly.
I'll see how the winds are blowing in few months from now and maybe fix then(I'm not sure how BA will accept so major change and developers aren't very sensitive for fixing things either).

Immediate wind forecast will be broken anyway because the wind change vector will be curved so the turning point would be too hard to detect.
Why have they gone and done that?

Kinda retarded to reinvent the wheel only to make it more complicated.

Re: REQ: Wind Speed

Posted: 24 Jan 2010, 13:50
by Licho
JAZCASH wrote:Some graphical effects of wind would be nice. Like particles blowing into wind direction or maybe plasma blown by 0.009%.
Thats entirely possible to code now. CA's smoke is blown by the current wind.
Use LUPS in BA to do it.

Re: REQ: Wind Speed

Posted: 13 Feb 2010, 23:43
by Spawn_Retard
can we have this lua updated?

Re: REQ: Wind Speed

Posted: 14 Feb 2010, 20:14
by Tribulex
can we have projectiles and physics effected by the wind?

Re: REQ: Wind Speed

Posted: 15 Feb 2010, 02:04
by JohannesH
d_b wrote:can we have projectiles and physics effected by the wind?
That would be either really awful or totally insignificant imo

Re: REQ: Wind Speed

Posted: 15 Feb 2010, 08:20
by manolo_
then somebody would make a widget that makes ur units shoot a lil bit left of th├® aimed thing, so the missiles would hit again