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Flare effect using emit-sfx
Posted: 11 Sep 2006, 10:08
by KDR_11k
Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
Posted: 11 Sep 2006, 11:50
by Crampman
I suggested, a long time ago, to allow custom sfx-types, based on the particle engine.
That would allow every types of fx effetcs, including fire/smokes/magic
But, obviously, everybody has forgotten it...
Posted: 11 Sep 2006, 13:06
by Tim Blokdijk
Crampman wrote:I suggested, a long time ago,
...
But, obviously, everybody has forgotten it...
Write a patch!
Posted: 12 Sep 2006, 00:09
by GrOuNd_ZeRo
+1 on that.
Artillery muzzle brakes have most of the smoke shoot out from the sides, also the muzzle flames come out from there as well for the majority.
MLRS in WD would greatly benefit from this as well.
Definitly +1 on that.
I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).
I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
Re: Flare effect using emit-sfx
Posted: 12 Sep 2006, 00:41
by VonGratz
KDR_11k wrote:Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
It works,

A wrong script created a bright pulse in one ship once time that is very close to a flare.
VonGratz

Posted: 12 Sep 2006, 07:05
by KDR_11k
Bright? I'm talking about the smoke pillars, there isn't much brightness in those.
Posted: 12 Sep 2006, 16:58
by VonGratz
Bright? I'm talking about the smoke pillars, there isn't much brightness in those.
I know, but Im talking about the "missed" bright flares that exactly follows the same principle
I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).
I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
I also wish this...
VonGratz
Posted: 14 Sep 2006, 20:17
by Caydr
I think we're probably getting closer to this becoming realistic. The new explosion and weapon effect systems are probably a precursor to scriptable general/passive sfx.
Posted: 23 Sep 2006, 08:01
by Yeha
SVN has been updated so you can call an explosiongenerator via the emit-sfx command.
The explosion has to be defined in the unit tdf file under a section called SFXTypes. For an example you can put this in the unit file (under unitinfo):
Code: Select all
[SFXTypes]
{
explosiongenerator0=custom:EXPLOSION1;
explosiongenerator1=custom:EXPLOSION2;
}
Then call them via emit-sfx with the number 1024 + which explosion to generate ex: "emit-sfx 1024+0" to call the first one.
There is also some suport for fireing weapons via emit-sfx, emit-sfx 2048+n fires the n weapon of the unit from the specified piece. If the piece only have one vertex the weapon is detonated at that position instantly, if the piece have two vertices the weapon is fire at the direction they are pointing.
This probably have some sideeffects for some weapons though.
Posted: 23 Sep 2006, 08:51
by KDR_11k
WHEEEEEE!
What does that "if it has two vertices" bit mean for empty objects in s3os, though?
Posted: 23 Sep 2006, 09:40
by Argh
Empty objects (points) < 2 vertices. I would think that means insta-spawn. I dunno... but I can say that I'm really looking forward to playing with this. Is it going to be in 0.73b, or 0.74?
Posted: 23 Sep 2006, 11:13
by KDR_11k
If this isn't in 73 there might be a series of mysterious accidents throughout Sweden.

Posted: 24 Sep 2006, 23:50
by Argh
If it
is going to be in 0.73b, then I need to make (yet another) technical demo and put it into NanoBlobs before release

Posted: 25 Sep 2006, 00:16
by rattle
And was trying to figure out where it takes the ID from... DUH!
Posted: 25 Sep 2006, 00:42
by esteroth12
now wait... is this in test installer 3? because if not, can someone send me a windows binary? i don't have any developing environment, but i want to screw around with this...
Posted: 25 Sep 2006, 01:07
by rattle
Binary:
http://rattle.from-hell.net/spring/spring_build2268.rar
Don't forget to update the stuff which goes into the base dir...
Posted: 25 Sep 2006, 01:44
by Argh
Hmm, I'll have to take a look tonight.
Posted: 25 Sep 2006, 02:19
by Caydr
Exploding Turkies!
Posted: 25 Sep 2006, 05:51
by rattle
Posted: 26 Sep 2006, 01:43
by esteroth12
how does spring figure out what direction to fire if the part has more than 2 verts?
e: also, can we have the ability to specify 2 points, and it will fire the weapon along the ray?
for example... or if it won't work with a hyphen, then
Code: Select all
emit-sfx 2048 from (smoke1, smoke2);
both where smoke1 and smoke2 are flares