Author Topic: Muzzleflash and turret  (Read 1777 times)

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Offline Wanderer

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Muzzleflash and turret
Now that we do have muzzleflash capability with fixed standard primaries and flak weapons how difficult it would be to extend that capability also to turreted primaries? I'm sorry for bothering if this has already been implemented but then again atleast 08/01 and 16/01 standard builds failed to display this feature.

Ill put this to the wikis 'feature requests' if this is a new feature request rather than a bug report...
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Offline Trivial Psychic

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Re: Muzzleflash and turret
It's be very useful if muzzleflash supported 3 different types:

1- beam-glow style.  This would generate a kind of flash similar to the beamglow, but not requiring any special animations that would take up memory space.  If this type is selected, the table file would be able to select the diameter of the effect, the duration, the static effect that will be used (like with beamglows) and perhaps a field for some kind of radial light effect, like we have with suns.  It would also be usful to have an RGB(A) field like with standard weapon effect, so one effect could be used on multiple different weapons, with different color configurations.  There might also be a field for translation.  If this is possible, it'd be usful sometimes for the muzzleflash to translate away from the turret firepoint.  The field to control this would be a speed field.  This, coupled with the duration figure would also translate into how far the effect will move away from the barrel.  It would use the current turret target angle to calculate which direction the effect should translate in.

2- animated effect.   This would allow an animated effect to be used as the muzzleflash, say if someone wanted a fire-like explosion eminating from the barrel.  There would also be effect diameter, and translation options as with beam-glow, but RGB(A) fields would not be possible, and duration would be dictated by the animation itself.

3- Particle emination.  This would allow particles to be rendered, eminating from the firepoint.  Options would include what particles will be rendered (more than one are possible, and all the following fields would be setable per particle type), the size of the particles, lifetime,  distance radius, source radius (so the particles could appear to be coming from the entire diameter of the barrel and not just a point-source) and another option that controls direction.  It would allow the particles to be expelled spherically outwards, or perhaps into a 90 degree forward cone, or even include a negative figure, so (assuming the source radius is set something other than a point source) the particle pulse can seem to narrow as it gets away from the barrel.

It should be noted, that one, two, or all three of these types could be used all on the same weapon.
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Offline Wanderer

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Re: Muzzleflash and turret
:bump:

Now that we do have muzzleflash capability with fixed standard primaries and flak weapons how difficult it would be to extend that capability also to turreted primaries? I'm sorry for bothering if this has already been implemented but then again atleast 08/01 and 16/01 standard builds failed to display this feature.

Anyone? Is this a bug or a new feature?
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Offline Nuke

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Re: Muzzleflash and turret
supposidly they fixed muzzelflashes for primaries, but it seems the muzzleflash's point of emmission gets furter away from the firingpoint as the ship speeds up. it looks fine if your ship isnt moving but as you speed up, the emmission point moves further forward. this doesnt look so good.
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Offline Wanderer

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Re: Muzzleflash and turret
Ah.. i didnt even notice that until i read your post and looked more closely at the muzzleflashes...  but it can be seen.
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Offline Nuke

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Re: Muzzleflash and turret
i put it up on mantis, hopefully they will fix it sometime soon.
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Offline WMCoolmon

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Re: Muzzleflash and turret
IIRC muzzleflashes are just particles, so it shouldn't be that hard for primaries. But I've pretty much put that section of code out of my mind for the last month or two since I implemented the moving-flashes.
-C

 

Offline Nuke

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Re: Muzzleflash and turret
ive been playing with muzzleflashs and they are really just a series of animated sprites with different distances and size values. actually i started to like the preexisting system so i implemented it in all ballistic weapons. but you speed up and they get further away from the barrels. on some of my ships they can actually block the players view when gunning with your afterburners on. they should stay at the firing point (with the exception of the offset value) ratehr than mufing forward as you utilize your engine.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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