Multiple muzzle flashes patch #824
Comments
i-NoD commented While ArchAngel battery is now with multiple connectors there will be no muzzle at all - there is some problem with fxicbm.pie effect which is shared with heavy-aa-sam (with no muzzle too) :( Changes for fxatmiss.pie is a bugfix - muzzle is reverted, so now it's fired forward and you can see clearly (2 scourge cyborgs and a light sam) |
i-NoD commented Oh, just in case I've checked all current weapon pies and the are no multiple connectors in them |
Per commented Sounds really interesting. psShape->connectors[(psDroid->asWeaps[i].ammo)%(psShape->nconnectors)] this cries out for an (inline?) function of some sort to make more readable. The code is bad enough as it is ;-) Also, please avoid spurious changes, they make diffs harder to read (eg the change of capitalization of letters in PIE files). |
i-NoD commented A function is too much... a simple variable will do the job. Also I've fixed the issue with invisible animated muzzles for structures, but the thing is that all current animated muzzles are way too short in order to see them (not short but rather too fast - an instant flash i would call it - that should be fixed too). |
i-NoD uploaded file |
i-NoD commented The following pies were invisible(when used for structure weapon) in base folder: |
i-NoD commented Per, all those "spurious changes - capitalization of letters in PIE files" are produced by PieSlicerDX and not by me. I dunno how to make it to produce lower case letters.. maybe i will hack the binary later :-) |
i-NoD changed status from |
i-NoD set owner to |
Zarel commented Oh, hmm, you're dealing with weapons graphics code? Can I have my instant-hit lasers? Find some way to draw a line from the laser to what it's shooting, and then have the line disappear after a set amount of time. See ticket #249 |
i-NoD commented It'll be better to split the changes and to reopen the old ticket. I'll see what i can do for this later. |
i-NoD uploaded file |
i-NoD uploaded file |
i-NoD uploaded file |
i-NoD commented The feature is no longer limited by ammo-based weapons and can be used for any weapon. This could be used by double-barrel cannons and gauss cannons (which doesn't have ammo), simply add multiple connectors to the gun pie and shoot :) |
i-NoD uploaded file Changes in projectile generation code. |
i-NoD uploaded file Angel missiles, Heavy SAM and MRL |
Buginator commented Is this for both trunk & 2.2? |
i-NoD commented Yes, it can be used both in trunk and 2.2 branch. |
i-NoD commented (In [8093] and [8163]) Code changes for the feature. Archangel missiles, Ripple rockets and Light SAM are in [8094]. |
Buginator commented Are we still going to apply the rest of the patches? |
cybersphinx changed milestone from |
cybersphinx commented Milestone 3.0 deleted |
i-NoD changed status from |
i-NoD changed resolution from `` to |
i-NoD commented Some new art would be better... |
resolution_closed
type_patch (an actual patch, not a request for one)
| by i-NoDA small patch for muzzle flash drawing system that will create mf at different locations for every shot in a round (mostly for missile and rocket launchers). In order to work this will also require a multiple connectors in weapon .pie file. There are some, other will be reworked ASAP...
Issue migrated from trac:824 at 2022-04-15 19:07:35 -0700
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