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Post by 10101 on Feb 24, 2013 1:55:38 GMT -5
Hey, i think i have an idea. Is there any possibility to generate particleeffects through SAs that actually doesn't do anything else besides? FLUFF_ACTOR?
That way i could make a prop, that emits an effect just before exploding. That way i also wouldn't have any problems with that 8sec.-rule as i could use multiple effects after each other, i think. (but only if + is resolved after the former part of the SA is resolved completly)
PS: Ok, that could really work if only i get the second part waiting for the first part to be resolved.
PS2: Intresting. That's the exact opposite of what i wanted it to do ..
T1 GEN CONST 200 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T1_E GEN CONST 1500 0 STATIC - - 0 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T1 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - T2 GEN CONST 300 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T2_E GEN CONST 1000 0 STATIC - - 500 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T2 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - T3 GEN CONST 400 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T3_E GEN CONST 500 0 STATIC - - 1000 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T3 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - Test_E GEN CONST 100 0 STATIC - - - 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T1_E BIRTH - 0 1 1 - - - IMM - - 0 - - - - - + T2_E BIRTH - 0 1 1 - - - IMM - - 0 +
Shouldn't DELAY make those emitter activate later?
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Post by 10101 on Feb 24, 2013 3:06:02 GMT -5
Visual effect to watch. Attachments:
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Post by Kyzrati on Feb 24, 2013 4:16:39 GMT -5
You won't be able to get around the 8-second limitation, since the engine itself is doing the timing, and won't reset until all particles are gone; and there is no way to chain SA like that Shouldn't DELAY make those emitter activate later? Yes, it should, though in your case it may not really be noticeable since the delay is really short and the previous emitter lifetime overlaps with it, and the area covered by the effect is rather small to begin with. One example of using a multi-stage effect with delays is Victor's Rookie's Tale mission end teleport animation (it's at the end of the 2D interface particles file).
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Post by 10101 on Feb 28, 2013 1:35:52 GMT -5
If two particle effects of the same animation occupy the same cell, how can i control which one has the priority?
Is there a way to speed up an animation/spawning over time?
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Post by Kyzrati on Feb 28, 2013 7:43:41 GMT -5
Priority for overlapping particles cannot be controlled right now--those created first will always be drawn on top of those that come later.
Not sure if I'll add priority control, since I haven't seen a need for it before despite all the different designs that are already in the game. It would also slow down the engine, though maybe the slowdown wouldn't be too bad.
Animation can be sped up over time using LINEAR and SINE movement rates (one example where it's more obvious is if you fire the stun launcher over a longer range--it accelerates towards the target), but right now there is no way to change the spawning rate dynamically. That effect can be faked by creating multiple different emitters that spawn children at different rates over different segments of time, but it gets complicated and is annoying. I should add the option to use dynamic rates for spawning data, as they exist for color and movement. On the to-do list...
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Post by 10101 on Feb 28, 2013 15:52:41 GMT -5
Knowing that the first that spawns has the priority is a step forward. Now i only have to stop those green beams at some distance to prevent them moving over the whole map.. Starbeam GEN CONST 2500 0 STATIC - - - 1 NONE - - 0 SET green_1 - - - NONE - - - - +ALPHA green_5 0.3 SINE+ - NONE - - - - - - - - - - - - - - - - - - - - - - Starbeam_E GEN INF 0 0 CONST 2 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - Starbeam EXIT - 0 1 0 - - - IMM - - 1 - - - - - T1 GEN CONST 300 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T1_E GEN CONST 1700 0 STATIC - - 100 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T1 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - T2 GEN CONST 500 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T2_E GEN CONST 1350 0 STATIC - - 600 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T2 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - T3 GEN CONST 700 100 CONST 200 50 0 1 NONE - - 0 +ALPHA gray_7 0.1 CONST - NONE - - - - +ALPHA gray_7 0.1 CONST - NONE - - - - - - - - - - - - - - - - - - - - - - T3_E GEN CONST 1000 0 STATIC - - 1100 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T3 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - T4 GEN CONST 900 0 SINE 20 40 0 1 NONE - - 0 NONE - - - - NONE - - - - +ALPHA yellow_5 0.1 SINE- - NONE - - - - - - - - - - - - - - - - - - - - - - T4_E GEN CONST 650 0 STATIC - - 1600 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T4 TIME 20 0 -20 0 - - - R_XY - - 0 - - - - - Test_E GEN CONST 100 0 STATIC - - - 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - Starbeam_E BIRTH - 0 -3 0 - - - ABS 0 5 0 - - - - - + Starbeam_E BIRTH - 0 1 1 - - - ABS 90 5 0 + Starbeam_E BIRTH - 0 2 0 - - - ABS 180 5 0 + Starbeam_E BIRTH - 0 5 2 - - - ABS 270 5 0 + T1_E BIRTH - 0 1 1 - - - IMM - - 0 + T2_E BIRTH - 0 1 1 - - - IMM - - 0 + T3_E BIRTH - 0 1 1 - - - IMM - - 0 + T4_E BIRTH - 0 1 1 - - - IMM - - 0
Attachments:
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Post by Kyzrati on Feb 28, 2013 20:33:01 GMT -5
I like those green cardinal beams and how they fade in, though yeah you'd probably not want them racing across the entire map.
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Post by 10101 on Mar 1, 2013 15:13:38 GMT -5
Not sure, where this leads to, but i'm at 20 lines now XD. Starbeam GEN CONST 2500 0 STATIC - - - 0 NONE - - 0 SET green_1 - - - NONE - - - - +ALPHA green_5 0.4 SINE+ - NONE - - - - - - - - - - - - - - - - - - - - - - Starbeam_E2 GEN INF 0 0 CONST 2 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - Starbeam EXIT - 0 1 0 - - - IMM - - 0 - - - - - Starbeam_E GEN CONST 140 0 CONST 20 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - Starbeam_E2 DEATH - 0 1 1 - - - ORIGIN - - 1 - - - - - TX GEN F_TARG 500 0 CONST 150 50 0 1 CONST * - 0 +ALPHA white 1.0 CONST - NONE - - - - NONE - - - - NONE - - - - - - - - - - - - - - - - - - - - - - T1 GEN CONST 200 100 CONST 150 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - TX DEATH - 0 1 0 - - - ORIGIN - - 0 - - - - - T1_E GEN CONST 1700 0 STATIC - - 100 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T1 TIME 20 0 -1 0 - - - R_XY - - 0 - - - - - T2 GEN CONST 350 100 CONST 150 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - TX DEATH - 0 1 0 - - - ORIGIN - - 0 - - - - - T2_E GEN CONST 1350 0 STATIC - - 600 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T2 TIME 20 0 -1 0 - - - R_XY - - 0 - - - - - T3 GEN CONST 500 100 CONST 150 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - TX DEATH - 0 1 0 - - - ORIGIN - - 0 - - - - - T3_E GEN CONST 1000 0 STATIC - - 1100 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T3 TIME 20 0 -1 0 - - - R_XY - - 0 - - - - - T4 GEN CONST 650 100 CONST 150 0 0 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - TX DEATH - 0 1 0 - - - ORIGIN - - 0 - - - - - T4_E GEN CONST 650 0 STATIC - - 1600 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - T4 TIME 20 0 3 0 - - - R_XY - - 0 - - - - - Test_E GEN CONST 100 0 STATIC - - - 0 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - Starbeam_E BIRTH - 0 1 1 - - - ABS 0 - 0 - - - - - + Starbeam_E BIRTH - 0 1 1 - - - ABS 90 - 0 + Starbeam_E BIRTH - 0 1 1 - - - ABS 180 - 0 + Starbeam_E BIRTH - 0 1 1 - - - ABS 270 - 0 + T1_E BIRTH - 0 1 1 - - - IMM - - 0 + T2_E BIRTH - 0 1 1 - - - IMM - - 0 + T3_E BIRTH - 0 1 1 - - - IMM - - 0 + T4_E BIRTH - 0 1 1 - - - IMM - - 0
A lot of things that can happen within 8 seconds.. Attachments:
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Post by Kyzrati on Mar 1, 2013 19:17:05 GMT -5
One way to reduce the complication of the lines, if not the number of lines involved, is to use templates to replace certain values. They essentially allow you to make multiple versions of a single line (or multiple lines). If you notice your design has many lines that look similar except for one or two changes, that's where templates comes in. I haven't used them in all cases possible in my own designs, mostly because I was just copy-pasting and didn't care much for making them as readable as possible--instead I just started using templates when I wanted to make alternate versions of entire particle designs (rather than parts thereof).
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Post by 10101 on Mar 9, 2013 17:16:28 GMT -5
Another nice one. Looks interesting with the invisible explosion. MM_TR GEN CONST 300 0 STATIC - - - 0 NONE - - 0 +ALPHA gray_7 0.5 SINE- - NONE - - - - +ALPHA gray_7 0.5 SINE- - NONE - - - - - - - - - - - - - - - - - - - - - - MM_RAY0 GEN F_TARG 0 0 CONST 50 0 0 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY1 GEN F_TARG 0 0 CONST 50 0 500 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY2 GEN F_TARG 0 0 CONST 50 0 1000 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY3 GEN F_TARG 0 0 CONST 50 0 1400 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY4 GEN F_TARG 0 0 CONST 50 0 1750 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY5 GEN F_TARG 0 0 CONST 50 0 2050 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY6 GEN F_TARG 0 0 CONST 50 0 2300 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY7 GEN F_TARG 0 0 CONST 50 0 2500 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY8 GEN F_TARG 0 0 CONST 50 0 2650 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM_RAY9 GEN F_TARG 0 0 CONST 50 0 2750 1 NONE - - 0 SET gray_5 0.5 - - NONE - - - - SET gray_6 0.5 - - NONE - - - - MM_TR EXIT - 0 1 0 - - - IMM - - 1 - - - - - MM PRO INF 0 0 CONST 50 0 3000 1 NONE - - 0 NONE - - - - NONE - - - - NONE - - - - NONE - - - - MM_RAY0 BIRTH - 0 1 1 - - - TARGET 0 - 0 - - - - - + MM_RAY1 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY2 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY3 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY4 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY5 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY6 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY7 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY8 BIRTH - 0 1 1 - - - TARGET 0 - 0 + MM_RAY9 BIRTH - 0 1 1 - - - TARGET 0 - 0
Attachments:
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