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gadget:Explosion
Posted: 08 Jul 2008, 20:20
by Argh
Trying to do some fancy stuff with explosions. Wrote the following code in a Gadget's synced loop:
function gadget:Explosion(weaponID, px, py, pz, ownerID)
Spring.Echo(weaponID, px, py, pz, ownerID)
end
...and it returned nothing. It's like the function isn't even being called. Any idea what I might be doing wrong?
Re: gadget:Explosion
Posted: 08 Jul 2008, 20:42
by trepan
Script.SetWatchWeapon(number weaponDefID, boolean state)
Re: gadget:Explosion
Posted: 08 Jul 2008, 20:46
by Argh
Not to be more obtuse than usual, but where do I invoke that? Within the Explosion loop, or do I need to use COB-->Lua and set it up when the Unit's created, or is prepping to fire? I take it that watching a weapon must be expensive?
Re: gadget:Explosion
Posted: 08 Jul 2008, 20:56
by Argh
Nevermind, I've got it. I'll post up some code here in a bit, I've gotten an idea about how to do some interesting stuff.
[EDIT]
Forget "interesting". This may completely change how we do effects with this engine.
[/EDIT]
Re: gadget:Explosion
Posted: 09 Jul 2008, 00:02
by KDR_11k
Yeah, we call that LUPS.
Re: gadget:Explosion
Posted: 09 Jul 2008, 01:17
by Argh
<laughs>
Sorry, but no. It's not LUPS. Not even slightly. Much more useful. Screenshots when I've refined the content a bit.