Repulsed? But how strong?

Repulsed? But how strong?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Buggi
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Joined: 29 Apr 2005, 07:46

Repulsed? But how strong?

Post by Buggi »

Okay, I'm excited I got repulsing to work, see video, what I don't know are good values to use and what they do.

http://www.epicedit.com/repulse.avi

As you can see, the Buzzsaw's don't have a chance, and these were values I thought would be calm!!

I brought the values down by a factor of 10 and still looked similar. I'm trying to get the same effect SJ had in his video... but obviously having issues.

So, SJ, what values did you use?

repulseenergy=?;
repulseforce=?;
repulserange=?;
repulsespeed=?;

I've tried it a few times but can't seem to get values that look decent. Not sure what "repulsespeed" indicates.

Thanks!
-Buggi
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

energy=energy per tick per projectile being repulsed that is used
force= acceleration out from the repulser
range= max range the repulser start repulsing at
speed= max speed out from the repulser that a projectile can have for the repulser to acts on it

iirc i used something like

repulseenergy=20;
repulseforce=0.4;
repulserange=1000;
repulsespeed=10;
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Buggi
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Post by Buggi »

Thank you!! :D

Now, can you please point me in the right direction of where SightDistance is being chopped? I can't seem to go past 1300 map units for sight.

-Buggi
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Storm
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Post by Storm »

The fuck... They bounce in midair?
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Rayden
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Post by Rayden »

Does a repulsor only effect plasma or rockets too?
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Buggi
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Post by Buggi »

Settle storm, they're doing that because of the values I used.

Rayden/Owen, just plasma based weapons, rockets go right through. So the LRP as well as ships and artillary... a very effective feature.

Now to put it into a tank or something :)

-Buggi
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Buggi
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Post by Buggi »

WohoO!!

I used numbers close to what SJ gave, I just dropped the radius a bit.

Three buzzsaws trying to attack...
http://www.epicedit.com/repulse2.avi

A single artillary unit... not having much luck
http://www.epicedit.com/smaller.avi

And my personal fav... The repulsers also repulse any plasma you're base creates. So don't place near anything that fires (artillary etc) or the projectiles will be deflected going OUT of your base too.

But here's a video to show the true POWER of the dark..er.. Repulsing. @_@;;

http://www.epicedit.com/incoming.avi

oooo pretty... Like the northern lights :-)

I later built an annihilator and the laser was unaffected, no surprise there. But my artillary unit couldn't hit anything worth beans because it kept getting pushed away. Not sure the best way to tackle that issue... Have something repel plasma but still give you the ability to shoot out...

Now if there was a cool way to "draw" the limits of the forcefield.. that'd be sweet... A glowing shield of sorts. :-D

-Buggi
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

LOS distance is limited by MAX_LOS_TABLE but giving anything mobile los >~600 will use a lot of cpu (cpu needed is quadratic to the distance)
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Buggi
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Post by Buggi »

LOL

So that's why when I set that const from 80 to 800 spring sorta just sat and thought about it for a bit...

*end task* lol

^_^

Interesting, just to unveil the map consumes that much CPU? o.O;; Ouch.

A Blinded,
-Buggi
renrutal
Posts: 84
Joined: 28 Apr 2005, 16:45

Post by renrutal »

Yeah, you've got to calculate the LOS of pi*r² circular area, r radius, in X*Y then apply that in Z depending on the terrain.

Lots of CPU calculations. Perhaps it can be optimized evn more.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Can you make a video with speed at 0?
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Buggi
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Post by Buggi »

Speed can't go to 0, but it can go to 0.1

Is that what you meant?

-Buggi
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Storm
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Joined: 12 Sep 2004, 22:23

Post by Storm »

Wow, wicked cool!!
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

No i mean the bullets stop instantly but arn't pushed away.
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Buggi
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Post by Buggi »

OH! I should try that ¬_¬

Like birds flying through a glass wall... THUMP!

I also added a "lighter" repulser to the scout vehicles for both sides. Mobile repulsing :-D

Reminds me a lot of SW Episode 1 @.@;;;

Poor poor gungans...

-Buggi
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Ugh, they ruined all of the starwars.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

GunGuns weren't all that annoying, just JarJar. And the shields were wicked cool... the Droid Destroyers were even cooler though. Now, if we can affect the physics of plasma, maybe we can make force fields that push units away. shouldn't be too hard, basically like a no-damage nuke centralized around a unit...
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

I've been trying to think of ways to make a jump for a unit, and my first thought was to make a no-damage weapon that fired straight down, and hope that the physics engine did the rest

However, I'd bet that it would be much more stable if i used a repulsing field...can you modify just what the field repulses?
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Can the impulse a weapon gives to a unit be dependant on a certain power value (defined in the weapon file) rather than the weapon AOE or damage?
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

sweet

Post by Noruas »

repulsing looks awsome, i hope in the next spring update will have a list of those unused but working scripts hidden features in spring, such as the ability to repulse cannons, and the codes to make them work and where they must be used. other two features that would make ta spring awsome, those stealth fighters such as hawks, or vamps, can disable the tracking of missles, another thing that would add strategy are energy shields, where lasers, emgs, cannot go through these shields, because energy cannot get through, but solid mass can. but ofcourse i demand alot more so ill shut my traphole and maybe post for awsome additions on the mod section. either way, SWEET WORK
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