CSpherePartSpawner Initial Radius

CSpherePartSpawner Initial Radius

Requests for features in the spring code.

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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

CSpherePartSpawner Initial Radius

Post by Evil4Zerggin »

Would it be possible to give the explosion CSpherePartSpawner/CSpherePartProjectile an initial radius? That way it would be possible to have shrinking spheres, fake shield effects by having the sphere appear around something but not change in size, etc. I'd try to modify it myself, but I don't quite trust my skills in C++ or knowledge of the engine.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: CSpherePartSpawner Initial Radius

Post by [Krogoth86] »

I support that. I'd also like to have some sort of effect with a central gravity point so you can spawn particles which get accelerated towards a point (most certainly the spawner's center) rather than just towards a plane...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CSpherePartSpawner Initial Radius

Post by Warlord Zsinj »

As a random vaguely related aside, I'd still love to someone put the dynamic water code onto shields, so that we can have shields that ripple when they are hit by a projectile...

*drools*
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: CSpherePartSpawner Initial Radius

Post by Peet »

Warlord Zsinj wrote:As a random vaguely related aside, I'd still love to someone put the dynamic water code onto shields, so that we can have shields that ripple when they are hit by a projectile...
O_O
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CSpherePartSpawner Initial Radius

Post by CarRepairer »

I want invisible shields like in star trek, and a peewee doesn't see it and runs into it and he goes AAAUGH!!! and gets thrown back as it crackles.

It's funny. :lol:
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: CSpherePartSpawner Initial Radius

Post by rattle »

Warlord Zsinj wrote:As a random vaguely related aside, I'd still love to someone put the dynamic water code onto shields, so that we can have shields that ripple when they are hit by a projectile...

*drools*
Get Mael to lua a distortion shader on them :P
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