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Post by 10101 on Feb 16, 2013 17:02:07 GMT -5
I wanted something 'Independence Day'-Style, but got this and thought it's pretty nice..
oLaser_Beam GEN CONST 2500 0 STATIC - - - 0 NONE - - 0 SET green_1 - - - NONE - - - - +ALPHA green_5 0.3 SINE+ - NONE - - - - - - - - - - - - - - - - - - - - - - oLaser_E_Beam GEN INF 0 0 CONST 2 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - oLaser_Beam EXIT - 0 1 0 - - - IMM - - 1 - - - - - oLaser_Shooter_Glow GEN CONST 500 100 CONST 200 50 0 1 NONE - - 0 +ALPHA green_1 0.1 CONST - NONE - - - - +ALPHA green_5 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - oLaser PRO INF 0 0 CONST 20 0 2000 1 CONST X - 0 SET white - - - NONE - - - - NONE - - - - NONE - - - - oLaser_E_Beam BIRTH - 0 1 1 - - - TARGET 0 - 0 - - - - - + oLaser_Shooter_Glow TIME 20 0 -50 0 - - - R_XY - - 0
To be combined with some explosion according to one's own liking.
To get some question going: Is there a possibility to invert that glowing effect? So that the particles don't get away from the entity, but towards it.
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Post by Kyzrati on Feb 16, 2013 21:05:29 GMT -5
Pretty nice laser, 10101. So you've taken to deciphering the particle scripts... Try not to frustrate yourself in there Reversing the flow of particles is a little trickier: You have to set a child particle's target to ORIGIN (=where the parent came from) and probably life type to F_TARG (which makes a particle die when it reaches its target). You can use invisible particles for the outgoing parent ones so you only see those that are incoming towards the origin. I've done reversals a few times in the existing scripts--a quick search for ORIGIN will find them in the .xt. (Like Laser4, and the Implode explosion.) Often times while messing with particles you'll get all kinds of unexpected results, and those can be cool, too.
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Post by 10101 on Feb 17, 2013 1:35:54 GMT -5
Someday someone had to work with it. It's a bit like doing a jigsaw. I like that.
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Post by Kyzrati on Feb 17, 2013 2:53:44 GMT -5
Yes, it certainly suits anyone who likes to decipher puzzles. Someday someone had to work with it. Sure, but it'll be more straightforward once 1) the system is finished and 2) there's a manual ;p
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Post by Aves Dominari on Feb 17, 2013 14:33:35 GMT -5
I took a few forays into that territory, but besides a very light amount of editing I never even tried to do anything ;p The fact that you managed to get something out of the particles without a guide is pretty impressive, 10101.
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Post by Kyzrati on Feb 17, 2013 19:47:25 GMT -5
Since 10101 doesn't seem to be working on his own mod, perhaps if he's looking for something to do you could "order" some particles for your mod from him?
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Post by Aves Dominari on Feb 17, 2013 19:49:20 GMT -5
Nah, I don't need anything for my current project. If I need assistance, though, I know who to ask ;p
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Post by 10101 on Feb 18, 2013 15:37:24 GMT -5
Ok, i learned the idea behind those Emitters. So here is something inspired somewhere between Freespace and those ioncannons from starwars:
LoadingEnergyWeapon3 GEN F_TARG 500 0 CONST 200 50 0 1 CONST * - 0 +ALPHA white 1.0 CONST - NONE - - - - NONE - - - - NONE - - - - - - - - - - - - - - - - - - - - - - LoadingEnergyWeapon2 GEN CONST 500 100 CONST 200 50 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - LoadingEnergyWeapon3 DEATH - 0 1 1 - - - ORIGIN - - 0 - - - - - LoadingEnergyWeapon_E GEN CONST 800 0 STATIC - - - 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - LoadingEnergyWeapon2 TIME 100 0 5 0 - - - R_XY - - 0 - - - - - LoadingEnergyWeapon_Tr GEN CONST 600 0 STATIC - - - 0 NONE - - 0 +ALPHA gray_7 0.8 SINE- - NONE - - - - +ALPHA gray_7 0.8 SINE- - NONE - - - - - - - - - - - - - - - - - - - - - - LoadingEnergyWeapon PRO INF 0 0 CONST 50 0 2000 1 NONE - - 0 SET gray_7 1.0 SINE- - NONE - - - - NONE - - - - NONE - - - - LoadingEnergyWeapon_E BIRTH - 0 1 1 - - - IMM - - 0 - - - - - + LoadingEnergyWeapon_Tr EXIT - 0 1 0 - - - IMM - - 1
I'm not completly happy with the movement of those stars... By the way, i now have the corrected version of my first beam:
oLaser_Beam GEN CONST 2500 0 STATIC - - - 0 NONE - - 0 SET green_1 - - - NONE - - - - +ALPHA green_5 0.3 SINE+ - NONE - - - - - - - - - - - - - - - - - - - - - - oLaser_E_Beam GEN INF 0 0 CONST 2 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - oLaser_Beam EXIT - 0 1 0 - - - IMM - - 1 - - - - - oLaser_Shooter_Glow GEN CONST 500 100 CONST 200 50 0 1 NONE - - 0 +ALPHA green_1 0.1 CONST - NONE - - - - +ALPHA green_5 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - oLaser_Shooter_Glow_E GEN CONST 1900 0 STATIC - - - 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - oLaser_Shooter_Glow TIME 20 0 -50 0 - - - R_XY - - 0 - - - - - oLaser PRO INF 0 0 CONST 20 0 2000 1 NONE - - 0 SET white 1.0 CONST - NONE - - - - SET white 1.0 CONST - NONE - - - - oLaser_E_Beam BIRTH - 0 1 1 - - - TARGET 0 - 0 - - - - - + oLaser_Shooter_Glow_E BIRTH - 0 1 1 - - - IMM - - 0
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Post by Kyzrati on Feb 18, 2013 20:19:54 GMT -5
I know sometimes particles may not look as good in static images (compared to a video), but it would be useful if you'd attach a quick screenshot of the best appearance of your particles, so others don't have to actually attach it to an item and load it up just to see what it looks like.
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Post by 10101 on Feb 19, 2013 1:27:14 GMT -5
Ok, 'oLaser' from my last post. Attachments:
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Post by 10101 on Feb 19, 2013 1:33:02 GMT -5
And this one is the 'LoadingEnergyWeapon'. Attachments:
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Post by 10101 on Feb 23, 2013 13:33:59 GMT -5
continuation from the Thread 'General Bug Report'
So i spawned a lot of emitters instead of a single one and the question is, how to spawn a single one.
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Post by Kyzrati on Feb 23, 2013 20:19:48 GMT -5
An "emitter" is a term referring to a particle that simply emits other particles and doesn't really show anything itself. I use it just to help organize and understand what's going on in the design of a single particle.
As for BLA particles, those aren't really "emitters", and therefore you can't spawn fewer than the number of cells that will be hit. One reason being they carry the actual damage information. The only thing you can do there is make them invisible and spawn the effect separately, but it looks like you've already been able to do that.
I do see that it may be useful to be able to spawn a single particle to help with the effects of an explosion (if that's what you're referring to here). Maybe I can add a new particle type or method that always spawns only a single particle at the explosion origin, and you can do whatever you want with it. The current system is best from a gameplay standpoint though because it ensures proper result feedback from the blast.
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Post by 10101 on Feb 24, 2013 0:49:16 GMT -5
I tried to use Emitters before that experiment that i posted because of what i planned was an explosion with multiple layers of particles.
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Post by Kyzrati on Feb 24, 2013 0:56:21 GMT -5
You could do one with multiple layers by having the BLA particles first emit another particle type that inherits their target, while delaying the BLA particles themselves (under movement settings). You'd have to have the other particles have collisions off since they'd have to pass through any blocking terrain that BLA would normally remove, though.
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