Muahahahaha...

Muahahahaha...

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Muahahahaha...

Post by Argh »

Added unit FBI tag UnitRestricted to limit the number of a unit type allowed in a game
ZOMG... time for the 5000-tri, ultra scripted ZUPER UNITZ!!1!

Muahahahaha!1111!

er.... I mean, "thx Yeha, be sure to put up at least one test compile so that we can actually test that works (and that SET MAX_SPEED is no longer borked) please". :-)
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Whooooooooo!
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

http://rattle.from-hell.net/spring/buil ... d_2484.rar
Since I've got nothing better to do. Woo that's what I needed.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Thank you Yeha, for being awesome
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

*firebat* Spectacular.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

thats really a good news. I think every mod can profit from this.
But will you be able to set max for unit classes like "tanks", or is it a limit per unit like "peewee"? Both is better than it is now - no question, but the first would be much better, so we can define unit classes like super units and set a limit of 5 or so and you can mix them (1 krog, 2 karganeths and 3 jaggernauths or so)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I'm pretty sure its goodly customizable..

Is this like... You can only have so many in a game? Or is it, you can only create so many in a game?

Relating to the first one, do we get our extra unit buying ability back>?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Speaking of new features (you'll like this one Argh), CSimpleParticleSystem is available for testing now... and it'd be cool if some of you could do that.

Available vars straight from the source:
CR_MEMBER(emitVector),
CR_MEMBER(emitMul),
CR_MEMBER(gravity),
CR_MEMBER(colorMap),
CR_MEMBER(texture),
CR_MEMBER(airdrag),
CR_MEMBER(particleLife),
CR_MEMBER(particleLifeSpread),
CR_MEMBER(numParticles),
CR_MEMBER(particleSpeed),
CR_MEMBER(particleSpeedSpread),
CR_MEMBER(particleSize),
CR_MEMBER(particleSizeSpread),
CR_MEMBER(emitRot),
CR_MEMBER(emitRotSpread),
CR_MEMBER(directional),
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Mmm... tasty. I'll be able to reduce the Nuke down to far fewer lines, and also reduce the number of particle-types used.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Tested it, and it doesn't seem to work at this time. Or else I just don't know what I'm doing ;)

This code results in particles that just are all spawned at the point of impact:

Code: Select all

[particlesystem_TRIROOKGUN_FX01]
   		{
		class=CSimpleParticleSystem;
      		[properties]
      		{
      		pos = 0, 10, 0;
		emitVector=0 1 0;
		emitMul=0;
		gravity=0;
		colorMap=1.0 1.0 1.0 0.01    1.0 1.0 1.0 0.01;
		texture=LightningStrike;
		airdrag=0;
		particleLife=60;
		particleLifeSpread=10;
		numParticles=45;
		particleSpeed=3;
		particleSpeedSpread=1;
		particleSize=5;
		particleSizeSpread=r2;
		emitRot=1;
		emitRotSpread=0;
		directional=0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=3;
	}
Now that I've read through it, it just doesn't look like it's quite done yet. Some minor requests:

1. I'd like a value called "TimeToStart", and have the system wait until then before beginning the particle system. Would be extremely handy for doing complex FX.

2. I'd really like a starting position XYZ and a way to move the birthplace of the particles over time.

3. I'd really, really like a way to set a "spawnrate" and generate spawnrate number of particles per tick.

Combine all three things with what's already in this, and aside from one last thing (animated bitmaps like the default smoke uses)... this would be a one-stop-shop. Because, when this thing works, it'll already be a very good replacement for the Heatcloud stuff I'm using now... but with the three things above, it'd be capable of doing stuff like the Nuke, but with less overall kludge. Just a thought.
Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

Post by Yeha »

There is a short description of the variables here:
http://taspring.clan-sy.com/wiki/Simpleparticlesystem


The airdrag is a multiplier, so a value of 1 is nothing applied at all.

The SimpleParticleSystem is intended for explosions and other effects where everything get spawned at once, the plan was to have another system for continously spawned particles.
Post Reply

Return to “Engine”