FreeSpace Releases > Scripting Releases
Particle trail script
Nighteyes:
--- Quote from: m!m on May 29, 2011, 07:40:15 am ---I added a "+Weapon" (expects a weapon class name) value to types "Ship" and "Weapon" that triggers the creation of weapons instead of particles. See documentation for more information.
Disclaimer: Creating too much weapons will result in game slowdown and possibly in reaching the maximum weapons number. Now nobody can say I didn't warn you :p.
--- End quote ---
awesome, using this we can have sparks/burning parts that can actually interact with other ships, or even simulate a kind of shockwave, with enough "weapons" firing we can have a spherical ball of death shooting outwards from an explosion!
*please note excessive use of this script will kill your comp :D
Dragon:
Looks nice, can't wait to see the patch integrated.
BTW, would that allow for real smoke trails (via scripting, I guess that getting them into table would take a while...) and things such as clouds to be done in FSO?
Fury:
Can you clarify what these states are exactly?
--- Quote ---A number specifying the state in which the
particles will emit. These states are engineintern values that give the current explosion
state. Valid values are 1, 2 and 3.
--- End quote ---
Also, I love you m!m.
m!m:
To my knowledge:
* 1 is shortly before the ship breaks apart
* 2 is the moment the ship breaks apart
* 3 is the state from the point where a ship is at 0% to the endbut a coder might give you better information.
Nighteyes:
--- Quote from: Dragon on May 29, 2011, 10:44:10 am ---Looks nice, can't wait to see the patch integrated.
BTW, would that allow for real smoke trails (via scripting, I guess that getting them into table would take a while...) and things such as clouds to be done in FSO?
--- End quote ---
this specific script wont help with clouds and missile trails, but similar particle generating scripts are possible... a nice way I made a cloud was to make an invisible box with no collide flag, and place glow points with a cloud texture, try it out.
Fury: from testing it I didn't see any difference between the state values, so I usually use "2" as its when usually you would want the particles to emmit.
this might help, I'll add some table values I'm using to test(this is from Diaspora, my personal testing only):
$Class: Battlestar Sobek Class -- first effect for ship class, glowy particle going in all directions
+Effect: capparticles -- a glowy particle type effect, time it lives is according to the effect EFF file, so if you want it to last a long time lower the FPS
+Time: 1
+Emitstate: 1
+Number: 65, 125
+Speed: 35, 105
+Size: 0.15, 2
+Box Min: 0,0,0
+Box Max: 0,0,0
+Spewcone: 90
+Trail effect: Particlesmoke01 -- I didn't test yet the trails...
$Class: Battlestar Sobek Class -- second effect, only generates a handful of particles, big size with an explosion effect on them
+Effect: Exp_Huge
+Time: 0.05
+Emitstate: 1
+Number: 2, 4
+Speed: 35, 85
+Size: 35 , 55
+Box Min: 0,0,0
+Box Max: 0,0,0
+Spewcone: 90
+Trail effect: Particlesmoke01
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