Author Topic: Particle trail script  (Read 54787 times)

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Offline General Battuta

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Re: Particle trail script
hmknnnnnnnnnnnnnnnnnnnnnnnghghgh

 

Offline Spoon

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Re: Particle trail script
Good job Nighteyes, you just gave Battuta a heart attack  :yes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
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[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Snail

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Re: Particle trail script
Good job Nighteyes, you just gave Battuta a heart attack  :yes:
We should totally do this more often.

 

Offline Angelus

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Re: Particle trail script
Good job Nighteyes, you just gave Battuta a heart attack  :yes:
We should totally do this more often.

Giving Battuta heart attacks?
If so, how many can he survive?

 
Re: Particle trail script
Just played around a bit with the script.

If you like, copy this into the particle.cfg:

$Type:             Ship
$Class:             GTC Leviathan
   +Name:            TestEffect
   +Effect:          capflash
   +Time:             3.5
   +Emitstate:       1
   +Number:          30
   +Speed:          130, 180
   +Size:             1.5
   +Box Min:          0, 0, 0
   +Box Max:          0, 0, 0
   +Spewcone:          90, 90, 90
   +FPS:            3
   +Creation raycast:   YES
   +Raycast retries:   5

   +Trail:       GenericTrail

$Type:             Ship
$Class:             GTCv Deimos
   +Name:            TestEffect
   +Effect:          capflash
   +Time:             3
   +Emitstate:       1
   +Number:          30
   +Speed:          150, 200
   +Size:             1.5
   +Box Min:          0, 0, 0
   +Box Max:          0, 0, 0
   +Spewcone:          90, 90, 90
   +FPS:            3
   +Creation raycast:   YES
   +Raycast retries:   5

   +Trail:       GenericTrail


Overwrite the GenericTrail with this:

$Type: ParticleTrail
$Name: GenericTrail
   +Effect: Particlesmoke01
   +Size: 170
   +Delay: 0
   +Time: 4.5
   +Density: 0.9

Looks pretty nice to me. A good mission to test is "the sixth wonder" for example. Have fun.

BTW i tried to get a good looking particle trail for fighter-explosions, but the right entrys are difficult to find and it seems, that they appear only randomly. Any ideas?

 

Offline Dragon

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Re: Particle trail script
Wow, what mod is that, Nighteyes?
Diaspora?

 

Offline General Battuta

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Re: Particle trail script
Wow, what mod is that, Nighteyes?
Diaspora?

Yes

 

Offline m!m

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Re: Particle trail script
I updated the first post with a new link, see changelog for change information.

Warning: I changed some internal structures of the script which may cause different behavior or bugs.
« Last Edit: June 18, 2011, 02:52:43 pm by m!m »

 

Offline chief1983

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Re: Particle trail script
Giving Battuta heart attacks?
If so, how many can he survive?

I dunno, Todd the Superfan had quite a few if I recall.
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Offline m!m

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Re: Particle trail script
Just a quick teaser of a feature I'm currently working on:

 

Offline Commander Zane

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Re: Particle trail script
Oh lol. Epic for what it is and funny from what it's coming from at the same time.

 

Offline m!m

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Re: Particle trail script
Ship/Weapon trails are done I just need to add it to the documentation, until then:


 

Offline Dragon

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Re: Particle trail script
Does this also include damage trails (the ones I PMed you about)?
The effects you showed look great, BTW.

 

Offline m!m

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Re: Particle trail script
No, currently not but I'm working on it :nod:

EDIT: Ok, it's working...
« Last Edit: June 24, 2011, 01:05:28 pm by m!m »

 

Offline Commander Zane

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Re: Particle trail script
Ship/Weapon trails are done I just need to add it to the documentation, until then:
*Img*
*Img*
HNNNNNNNGGGGGGG

:jaw:

 

Offline m!m

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Re: Particle trail script
Ok everything done. First post has been updated with the new version!

 

Offline Dragon

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Re: Particle trail script
Fantastic work, M!M.
Now I found at least two interesting functions that could be added to this script.
1. Ejection seats, allowing defining the seat model, it's thruster effects, ejection likelihood,  amount of seats and their spawning location on a per-ship basis (it'd also allow making ejection pods on capships).
2. Debris trails, as a replacement for the current, limited system. It'd be great to be able to set them on a per-ship basis.
Are these things possible to incorporate into this script?

 

Offline m!m

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Re: Particle trail script
Fantastic work, M!M.
Now I found at least two interesting functions that could be added to this script.
1. Ejection seats, allowing defining the seat model, it's thruster effects, amount of seats and their spawning location on a per-ship basis (it'd also allow making ejection pods on capships).
2. Debris trails, as a replacement for the current, limited system. It'd be great to be able to set them on a per-ship basis.
Are these things possible to incorporate into this script?
1. I don't think that this script would be suited to have this feature but I could very well think of a separate script that could do this.
2. Could be done but I currently don't know how to get the required values (shipclass of the debris original object) , I may need to check the existing medivps script.

 

Offline Dragon

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Re: Particle trail script
FSO displays information about ship class in targetbox if you target a piece of debris, so the info should be accessable.

 

Offline Nighteyes

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Re: Particle trail script
another idea I have is generating particles when a specific type of weapon hits, the particles would generate from the hull of the ship flying outwards to space, with option to adjust speed, life, spread... I'm not sure how possible it is to make the generating point stick on the ship where the weapon impacted...
can be used to have smoke and fire emmit for a few seconds/minutes after a ship got hit by a massive warhead