controlling explosion groundscars

controlling explosion groundscars

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

controlling explosion groundscars

Post by knorke »

It seems there is not much controll about the groundscar texture that projectiles leave on impact?

Basically atm:
1) texture is randomly chosen
2) size is based on "default" damage
3) all weapons must use same textures

At least it seems so to me from eg
https://github.com/spring/spring/blob/d ... r.cpp#L940
but maybe I am missing something.
Is there more to control 1,2,3?

Would be nice to if something like this was possible in weapondef:

Code: Select all

groundscars = {
[1] = {texture="crater1.png", size=25},
[2] = {texture="crater2.png", size=60},
[3] = {texture="crater1.png", size=25},
}
(maybe also lifetime and some others if you want to get really fancy)

Similiar thread from 2007:
http://springrts.com/phpbb/viewtopic.ph ... rs&start=0

Or maybe someone already made a lua to draw groundscars without the engine's system?
If so, please post kkthxbye :)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: controlling explosion groundscars

Post by Forboding Angel »

I am wholeheartedly in agreement. I assume it's ok if I add this to my engine kludge list?
Post Reply

Return to “Game Development”