Weapon Variables: what do they do? - Page 3

Weapon Variables: what do they do?

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IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Argh wrote:Edit 10: SmokeTrail
Does the projectile leave a smoke trail or not. Can be set to 1 or 0.
Determines the projectile leave a smoke trail or not. Can be set to 1 or 0. This must be set to 1 for guidance to work. Will not work with LineOfSight or Ballistic weapons, but you can create a Ballistic weapon by making a Guided weapon with a TurnRate of 0 and TrajectoryHeight > 1.

If anybody has proven this wrong with 0.72b or higher, let me know, but I found that out awhile ago. Luckily, with 0.73b, we can use an invisible texture and get rid of that little problem ;)
Has anybody, ever, actually understood how the hell smoke trail became linked to guided?
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

SJ, I assume. :P
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Probably since Spring's weapon code is primarily meant to accept the OTA definitions and turn them into something usable, in OTA there were no guided non-missile weapons (though I think that might have been tied to the selfprop tag instead) so Spring doesn't implement guidance for non-missile projectiles and it uses the smoketrail tag to determine what is a missile.

If you ask me that whole "what is OTA doing there" code needs to be ripped out ASAP with a weapontype tag that defines exactly what projectile type we want there replacing it. Same for ideas like placing muzzleflashes when a piece named flare is shown, those were just hacky methods to make TA content look better, they have no place in an engine that doesn't want to be a mere TA clone. Rip it out, think about ways to replace it later. The sooner it's gone the fewer mods will rely on this broken behaviour.
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Argh
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Post by Argh »

I would have to agree with that assessment. When 0.73b is released, I will probably begin doing just that.
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Caydr
Omnidouche
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Post by Caydr »

Holy snarf. I think you just invented a new kind of spam.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Smoketrail seems to override rendertype. The weapon variables situation is very wierd at the moment, in terms of the rules about what overrides what. Give smoketrails to a rendertype 4 weapon, and in acts like a rendertype 1 weapon.
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