CSpherePartSpawner Initial Radius
Moderator: Moderators
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
CSpherePartSpawner Initial Radius
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.
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: CSpherePartSpawner Initial Radius
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...
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CSpherePartSpawner Initial Radius
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*
*drools*
Re: CSpherePartSpawner Initial Radius
O_OWarlord 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...
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: CSpherePartSpawner Initial Radius
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.
It's funny.

Re: CSpherePartSpawner Initial Radius
Get Mael to lua a distortion shader on themWarlord 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*
