how do I disable the missile flare?
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how do I disable the missile flare?
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
Re: how do I disable the missile flare?
check weapondef, you can override textures there
Re: how do I disable the missile flare?
woot! thanks!
*Edit*
nope
*Edit*
nope

set it to texture1 = "", and still have a flare texture.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.
Re: how do I disable the missile flare?
you have to register a none or transparent texture in the texture atlas as CA/ZK did for ages and use that then.
Re: how do I disable the missile flare?
Will have to try it tomorrow thanks again
Re: how do I disable the missile flare?
Still no luck. I am still only seeing the default missile flare. Any other content dev having luck disabling this?
Re: how do I disable the missile flare?
smoth wrote:Still no luck. I am still only seeing the default missile flare. Any other content dev having luck disabling this?

as CA/ZK did for ages



Re: how do I disable the missile flare?
still the default effect is shown.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 = "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,
},
}
Re: how do I disable the missile flare?

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,
},
}
Re: how do I disable the missile flare?
open the projectiles model in upspring and set its radius and height to 0
Re: how do I disable the missile flare?
all that seemed to do was make the texture1 sprite tiny
Re: how do I disable the missile flare?
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
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
Re: how do I disable the missile flare?
knorke wrote:no idea what this means: "it still didn't remove this poof from the thing"

see what the RED ARROWS are pointed to?
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: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.
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,
})
Re: how do I disable the missile flare?
from the provided information one would asume it points to:see what the RED ARROWS are pointed to?
cegTag = "missiletrail2_light",
No, I wrote what was missing: "it misses Weapon:New"was the only part missing.
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.
Re: how do I disable the missile flare?
Might be the case. I am looking at it as this ceg has other issues. I will look into it.knorke wrote:from the provided information one would assume it points to:see what the RED ARROWS are pointed to?
cegTag = "missiletrail2_light",
*sigh*knorke wrote:No, I wrote what was missing: "it misses Weapon:New"was the only part missing.
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.-- Missile Rack Base Class
local MissileRackClass = Weapon:New{
.....
.....
.....
.....
}
local MissileRack_8count = MissileRackClass:New{
.....
.....
.....
.....
}
-- Return only the full weapons
return lowerkeys({
MissileRack_8count = MissileRack_8count,
})
Re: how do I disable the missile flare?
yep, good call on the CEG. I found the issue with it. Awesome, that was an odd thing.
Re: how do I disable the missile flare?
@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 as the issue.
edit: Friggin' HODOR. Read to end of thread next time Mr floz, etc
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",
edit: Friggin' HODOR. Read to end of thread next time Mr floz, etc
Re: how do I disable the missile flare?
I know. But that part was not posted and so I wrote: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.
"The posted weaponDef is not complete, it misses Weapon:New"
Re: how do I disable the missile flare?
^ this.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.
Re: how do I disable the missile flare?
@smoth
see what the RED ARROWS are pointed to?
Look rather pink to me..
see what the RED ARROWS are pointed to?
Look rather pink to me..