how do I disable the missile flare?

how do I disable the missile flare?

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

how do I disable the missile flare?

Post by smoth »

I don't see anything in the wiki about it. I don't want to make the flare sprite a transparent sprite as I don't want to effect all the other auto effects using that same sprite
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: how do I disable the missile flare?

Post by jK »

check weapondef, you can override textures there
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smoth
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Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

woot! thanks!

*Edit*

nope :(
http://springrts.com/wiki/Gamedev:WeaponDefs#MissileLauncher wrote: string texture1 Default: ""
The projectile texture for #AircraftBomb, #Cannon, #EmgCannon, #Flame; beam texture for #LaserCannon, #BeamLaser, #LightningCannon; flare texture for #MissileLauncher, #StarburstLauncher and dome texture for the #Shield.
set it to texture1 = "", and still have a flare texture.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: how do I disable the missile flare?

Post by jK »

you have to register a none or transparent texture in the texture atlas as CA/ZK did for ages and use that then.
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smoth
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Re: how do I disable the missile flare?

Post by smoth »

Will have to try it tomorrow thanks again
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smoth
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Re: how do I disable the missile flare?

Post by smoth »

Still no luck. I am still only seeing the default missile flare. Any other content dev having luck disabling this?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: how do I disable the missile flare?

Post by knorke »

smoth wrote:Still no luck. I am still only seeing the default missile flare. Any other content dev having luck disabling this?
:arrow:
as CA/ZK did for ages
:arrow: http://code.google.com/p/zero-k/source/ ... rl.lua#110 :arrow: http://code.google.com/p/zero-k/source/ ... es.lua#138 :arrow: http://code.google.com/p/zero-k/source/ ... D/null.tga
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smoth
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Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

local MissileRackClass = Weapon:New{
weaponVelocity = 400,
startVelocity = 400,
weaponAcceleration = 300,
areaOfEffect = 32,
impulseFactor = 0,
craterMult = 0,
turret = true,
noSelfDamage = true,
avoidFriendly = true,
collideFriendly = false,
SmokeTrail = true,
burnblow = true,
cegTag = "missiletrail2_light",
explosionGenerator = "custom:MISSILE_EXPLOSION",
model = "projectiles/missile1.s3o",
range = 500,
reloadtime = 3,
soundHit = "explode2",
soundStart = "rocket",
:arrow: texture1 = "flash2",
weapontype = "MissileLauncher",
trajectoryheight = 2,
weaponTimer = 3,
projectiles = 6,
customparams = {
effect1 = "smallgreymuzzle",
effect2 = "rocketlaunchsmall",
damagetype = "explosive",
count = 6,
vlaunchrack = "x_axis",
noturret = true,
animation = "headers/weapons/missilerack.lua"
},
damage = {
default = 100,
},
}
still the default effect is shown.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

Image

to be VERY clear.

see how texture 1 and 2 are applied, I tried texture3 and it still didn't remove this poof from the thing.

even MORE frustrating is that the damn thing doesn't get a CEG assigned either. here is the full def:

Code: Select all

-- Missile Rack Base Class
local MissileRackClass = Weapon:New{
	weaponVelocity		= 400,
	startVelocity		= 400,
	weaponAcceleration	= 300,
	areaOfEffect		= 32,
	impulseFactor		= 0,
	craterMult			= 0,
	turret				= true,
	noSelfDamage		= true,
	avoidFriendly		= true,
	collideFriendly		= false,
	SmokeTrail			= true,
	burnblow			= true,
	cegTag				= "missiletrail2_light",
	explosionGenerator	= "custom:MISSILE_EXPLOSION",
	model				= "projectiles/missile1.s3o",
	range				= 500,
	reloadtime			= 3,
	soundHit			= "explode2",
	soundStart			= "rocket",
	texture1			= "flash1",
	texture2			= "flash2",
	texture3			= "flash3",
	weapontype		 	= "MissileLauncher",
	trajectoryheight	= 2,
	weaponTimer			= 3,
	projectiles		 	= 6,
	customparams = {
		effect1			= "smallgreymuzzle",
		effect2			= "rocketlaunchsmall",
		damagetype		= "explosive",	
		count			= 6,
		vlaunchrack		= "x_axis",
		noturret		= true,
		animation		= "headers/weapons/missilerack.lua"
	},			
	damage = {
		default			= 100,
	},
}


local MissileRack_8count = MissileRackClass:New{
	accuracy			= 2100,
	dance				= 100,
	reloadtime			= 4,
	projectiles		 	= 4,
	burst				= 2,
	burstrate 			= 0.6,
	name				= "8 Missle rack",
	
	customparams = {
		recoilless		= true,
	},   
}
	
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: how do I disable the missile flare?

Post by Beherith »

open the projectiles model in upspring and set its radius and height to 0
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

all that seemed to do was make the texture1 sprite tiny
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: how do I disable the missile flare?

Post by knorke »

no idea what this means: "it still didn't remove this poof from the thing"

To make the flare invisible use a transparent image as shown. Instead you used "flash1" for texture1, which from name does not seem like it would be transparent.

The posted weaponDef is not complete, it misses Weapon:New
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

knorke wrote:no idea what this means: "it still didn't remove this poof from the thing"
Image

see what the RED ARROWS are pointed to?

knorke wrote:To make the flare invisible use a transparent image as shown. Instead you used "flash1" for texture1, which from name does not seem like it would be transparent.
and I noted that texture1 is in fact NOT removing the part that is of concern. See those red arrows in the image above.

knorke wrote:The posted weaponDef is not complete, it misses Weapon:New

Code: Select all

-- Return only the full weapons
return lowerkeys({
	MissileRack_8count	= MissileRack_8count,
})
was the only part missing.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: how do I disable the missile flare?

Post by knorke »

see what the RED ARROWS are pointed to?
from the provided information one would asume it points to:
cegTag = "missiletrail2_light",
was the only part missing.
No, I wrote what was missing: "it misses Weapon:New"

Eitherway that is all irrelevant to original question, which was answered: It was written and with example how to apply transparent textures to stuff so that it goes away. It works, I tried it 2 years ago when you asked same questions.
Applying that to your mod is your problem, look at the zK example.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

knorke wrote:
see what the RED ARROWS are pointed to?
from the provided information one would assume it points to:
cegTag = "missiletrail2_light",
Might be the case. I am looking at it as this ceg has other issues. I will look into it.
knorke wrote:
was the only part missing.
No, I wrote what was missing: "it misses Weapon:New"
*sigh*
-- Missile Rack Base Class
local MissileRackClass = Weapon:New{
.....
.....
.....
.....
}


local MissileRack_8count = MissileRackClass:New{
.....
.....
.....
.....
}

-- Return only the full weapons
return lowerkeys({
MissileRack_8count = MissileRack_8count,
})
You are messing with me right? Not trying to start a side discussion. Just saying, it had it. I don't think that is it. I am going to look into the CEG.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

yep, good call on the CEG. I found the issue with it. Awesome, that was an odd thing.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: how do I disable the missile flare?

Post by FLOZi »

@knorke;

Weapon:New can be called outside of the file itself e.g. setting up base classes in weapondefs_pre.lua as is done for unitdefs in MCL.

Smoth from that image it looks as though the flare (texture1) is not what you are wanting to disable; terminology in OP has caused some confusion (namely people telling you to assign to texture1 and Beherith's tip for minimising the missiles engine flare).

From my understanding of what you have posted thus far, and apologies if I am amiss, it looks to me like knorke was right when he pointed at c

Code: Select all

egTag = "missiletrail2_light",
as the issue.

edit: Friggin' HODOR. Read to end of thread next time Mr floz, etc
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: how do I disable the missile flare?

Post by knorke »

FLOZi wrote:@knorke;Weapon:New can be called outside of the file itself e.g. setting up base classes in weapondefs_pre.lua as is done for unitdefs in MCL.
I know. But that part was not posted and so I wrote:
"The posted weaponDef is not complete, it misses Weapon:New"
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: how do I disable the missile flare?

Post by smoth »

FLOZi wrote:@knorke;

Weapon:New can be called outside of the file itself e.g. setting up base classes in weapondefs_pre.lua as is done for unitdefs in MCL.
^ this.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: how do I disable the missile flare?

Post by PicassoCT »

@smoth

see what the RED ARROWS are pointed to?

Look rather pink to me..
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