FlameThrower: Proposed Modification
Moderator: Moderators
- TechnoTone
- Posts: 165
- Joined: 23 Aug 2005, 22:02
I don't suggest using it for all missiles. I'm thinking just nukes and the like.KDR_11k wrote:I don't think it'd work easily for missile trails, that's a lot of particles and having each missile emit that much would kill the framerate. You'd either have to reduce the rate or just paint a similar graphic on the texture loaded as the missile trail.
He's talking about a "gaia" player... basically an AI that map objects can be assigned to. So what he said is possible, to an extent.Argh wrote:Lava-spewing volcanoes should be very easy... 'cept that we cannot:
A. Have Features run a COB script
B. Call Projectiles from a COB script (except for fire events)
Um, as for the rest, I am sure we will work something out.
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- Posts: 501
- Joined: 18 May 2006, 21:19
Actually, it's just a container for three floats that just happens to use x, y, and z. Using it as a vector is purely optional. That's the standard usage in OpenGL, but in Spring it's been also used as a handy container for moving RGB values around "packed". Pretty natural thing to do, really, since they both use three values... plus a fourth, in the case for texture rendering, that is used for the global alpha (which is then cross-multiplied with the bitmap alpha values).
It's actually a class and has such useful methods as .Distance2D() and such.
I have to say though, the Normalise() method, that actually normalises the vector and returns itself, rather than returning the normalised vector (wiothout changing the vector) screwed me up for a quite awhile before I sussed what was going on.
I have to say though, the Normalise() method, that actually normalises the vector and returns itself, rather than returning the normalised vector (wiothout changing the vector) screwed me up for a quite awhile before I sussed what was going on.
Want to play with it? You'll also need these. And I assume that anybody that downloads this is smart enough to know what to do with them 
Warning: it doesn't play nice with NanoBlobs. Dunno why- it works great with XTAPE, and it compiled (about 1 million times, lemme tell you- this wasn't a quick patch) nicely. No garantees with any other S3O-based mod. But that probably has to do with some borked thing with VC++EE- this is not a buggy version of Spring, so long as the mods don't have S3Os in them. If it is reassuring to everybody, none of the code I'm working with had the remotest chance of breaking those mods- it's a compiler problem and it's specific to me and my setup, I strongly suspect.

Warning: it doesn't play nice with NanoBlobs. Dunno why- it works great with XTAPE, and it compiled (about 1 million times, lemme tell you- this wasn't a quick patch) nicely. No garantees with any other S3O-based mod. But that probably has to do with some borked thing with VC++EE- this is not a buggy version of Spring, so long as the mods don't have S3Os in them. If it is reassuring to everybody, none of the code I'm working with had the remotest chance of breaking those mods- it's a compiler problem and it's specific to me and my setup, I strongly suspect.