Wreckages

Wreckages

Requests for features in the spring code.

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Wreckages

Post by Sheekel »

currently modders have very limited control over smoking wreckages . I would like to be able to specify certain things like where the smoke is emitted from and for how long, and possibly have multiple smokepoints. maybe even have CEG effects possible for sparks and fire and stuff.

control over smoke would be easy though.

CFeature::emitSmokeTime

that's the variable for how long to smoke for. its set in feature creation, where we have bool emitSmoke. if true, it smokes for 10 seconds (boooo)

currently for the smokepiece we have no control, instead it works with:

CSmokeProjectile(midPos+gu->usRandVector()*radius*0.3f,gu->usRandVector()*0.3f+UpVector,emitSmokeTime/6+20,6,0.4f,0,0.5f);

which is center of the wreck + a random offset

so it would be pretty simple to copy some piece-location code from somewhere and replace the midpos with it
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Wreckages

Post by Argh »

You can do this with Lua pretty easily. Just set emitSmoke to 0, then have a delayed-action set of CEGs triggered by the death of the Unit.
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