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Cob and emit-sfx 2048 glow ball issue

Posted: 30 Dec 2010, 20:44
by bobthedinosaur
Weaponfire via emit-sfx 2048+weapon_to_fire creates a little ball of ugliness every time it is used. Is there any way around this?


If this is a default engine thing then can this be moved to feature request to fix it.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 30 Dec 2010, 22:23
by Karl
couldn't you try to emit it with a CEG instead of engine one?

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 00:03
by bobthedinosaur
it has a ceg. when you use an emit-sfx 2048 it doesn't matter what you have for a ceg, it will make a glowy ball.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 01:58
by Peet
Is the weapon a beamlaser? :/

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 03:22
by bobthedinosaur
no it is not a beam laser. one is an explosion weapon and one is an impulse weapon, and both no matter what i change the cegs to, invisible or super special fx, the cob emit-sfx 2048 creates a stupid glowy blob. if you dont believe me i can post many many many screen shots...

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 10:10
by KDR_11k
"explosion weapon", "impulse weapon"?

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 17:55
by bobthedinosaur
explosion weapon, is just an explosion with a ceg. impulse is pretty much the same but with no ceg and impulse. but you can try pretty much anythings for a weapon and get the glow effect.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 18:02
by Karl
could you post a screenshot? so i could try to make a ceg

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 31 Dec 2010, 19:01
by FLOZi
Did you test the same weapons assigned to units in the normal way to make double sure it is emitting which is causing the problem?

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 04:13
by bobthedinosaur
EDIT: I was mistake again. You can fire any weapon with this! :P And some weapons that use projectiles.... don't cause the glowy thing to happen. Weapons that do are non projectile weapons??


But all non projectile weapons can be fired using this, but the side effect is these glowy things:

Image

So this kind of weapon will cause it

Code: Select all

	Push = {
	name = [[Push]],
	areaofeffect = 80,
	edgeeffectiveness = 1,	
	collidefriendly = 1,
	avoidfriendly = 0,
	tolerance = 64000,
	impulsefactor = 10,
	impulseBoost = 1,
	craterMult = 0,
	craterBoost = 0,
	explosionGenerator = [[custom:nothing]],
	interceptedbyshieldtype = 0,
	  damage = {
      default = 0,
	  inf = 1,
	  sentry = 1,
	  barrel = 1,
	  crate = 1,
			},
	},

But this kind will not:

Code: Select all

  mbtmg = {
	id                 = 101, --med supression
    avoidFriendly      = false,
    burst              = 3,
    burstrate          = .1,
    collideFriendly    = false,
    craterBoost        = 0,
    craterMult         = 0,
    duration           = .03,
    explosionGenerator = [[custom:kaplosion]],
    impactonly         = 1,
    impulseBoost       = 0,
    impulseFactor      = 0,
    name               = [[Machine Gun]],
    range              = 500,	-- 800
    reloadtime         = 2,
    rgbColor           = [[1 .5 .2]],
    soundStart         = [[gunfire]],
	soundhit		   = [[shothit]],
    sprayAngle         = 900,
    thickness          = 0.6,
    tolerance          = 100,
    turret             = true,
    weaponType         = [[LaserCannon]],
    weaponVelocity     = 1000,
	interceptedByShieldType = 1,
    damage = {
      default            = 100,
	  defense = 10,
	  armor = 5,
	  base = 0,
			},
	},

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 05:54
by smoth
maybe try a -1 on that weapon id? perhaps it starts at 0? I forget.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 08:16
by bobthedinosaur
no changing the weapon id doesn't help.

I can't win. I can hide the ugly effect by using a laserweapon, but then it never hits the units to push them out of the way, or I can stick with ugly glow ball tank...

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 08:48
by KDR_11k
Those are cannon projectiles. Note how they slowly fall to the ground and then explode. If you only wanted the explosion use emit-sfx 4096, 2048 will spawn the projectile.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 08:51
by bobthedinosaur
hmmm I will try that. TY KDR

edit: you are awesome! my cob documentation does not have those one there but that is exactly what I wanted and explains the strange glowy thing. I assumed it was a bug left over from developing the weapon fire from emit-sfx, but that makes sense now.

KDR to the rescue!

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 21:37
by Forboding Angel
You cannot properly emitsfx ballistic projectiles (except missiles and vlaunch weapons).

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 21:42
by KDR_11k
Wasn't that fixed?

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 01 Jan 2011, 23:39
by bobthedinosaur
I dont know about ballistics but i just did emit weapons that were nto missiles. infact that what i was doing when i was trying to do something else. I was emiting lasers and particle weapons.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 00:19
by Forboding Angel
bobthedinosaur wrote:I dont know about ballistics but i just did emit weapons that were nto missiles. infact that what i was doing when i was trying to do something else. I was emiting lasers and particle weapons.
./SLAP

And no kdr, it was never fixed, despite my whining and bitching about it for years now.
Cannon (anything that didn't trigger another weapon)
Aka plasma.
Shoots a ballistic projectile. Unlike the DGun it aims properly. Can't be emit-sfxed properly, maybe a ballistic DGun can fill that role.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 08:45
by KDR_11k
Have you tried it? I could swear I fixed it.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 10:14
by Forboding Angel
Sure, I'll give it another go. It didn't work last spring version, and 6 was a minor release so I didn't figure that it had been touched.