Missile explosion are in-game but don't work correctly.
Instead of letting it stay broken or fixing it could it simply be changed into a projectile id field and..
On missile death spawn and detonate said projectile.
Pro:Would allow the explosion's characteristics to be completely independent of missile settings
Con:Could require a new projectile for each exploding missile and could interfere with aleph res setup
Discuss..
Missile explosions
IIRC, all the fields required to do missile AOE explosions (blast radius, amount of damage) are already in the core. It is just that the client/server code to apply the damage isn't there. Fixing the client/server code should be minor & would not require a core change.asheron2k wrote:QUOTE (asheron2k @ Jul 26 2007, 04:37 PM) Instead of letting it stay broken or fixing it could it simply be changed into a projectile id field and..
On missile death spawn and detonate said projectile.
If its such a minor fix, why has it not been implemented yet?Tkela wrote:QUOTE (Tkela @ Jul 27 2007, 10:12 PM) IIRC, all the fields required to do missile AOE explosions (blast radius, amount of damage) are already in the core. It is just that the client/server code to apply the damage isn't there. Fixing the client/server code should be minor & would not require a core change.
The code does apply AoE missile damage. However, it is only done if the missile times out. My guess was it was meant to allow missiles to benefit from "near misses" if the missile was spoofed or dodged. If we wanted AoE missiles to create explosions on impact as well, that is a trivial code change.
ICE doesn't currently support the AoE missile damage field. It supports the range field (used for determining Aleph Rez range), but not AoE damage. KG could fix it, I'd ask him about it.
ICE doesn't currently support the AoE missile damage field. It supports the range field (used for determining Aleph Rez range), but not AoE damage. KG could fix it, I'd ask him about it.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
hi, can we make missiles with AOE have a second explosion animation which is re-sized to the size of the AOE.
so big AOE missiles have big explosion graphics.
make it a new explosion texture file so it can be modded easily. (e.g. missileaoeexpbmp.mdl)
just re-use one of the current explosions for what it looks like, a new image for it can be made later.
so big AOE missiles have big explosion graphics.
make it a new explosion texture file so it can be modded easily. (e.g. missileaoeexpbmp.mdl)
just re-use one of the current explosions for what it looks like, a new image for it can be made later.
Talking about explosions.. is there a way to add custom explosions to normal guns on impact?
Btw.: I dont really get it, for example skycap has AOE damage and once the skycap projectile explodes, there is this blue bitmap vanishing in space.. but I didnt find a custom impact-bitmap in ICE, just the bitmap of the projectile while its flying.. anyone know how that works?
Btw.: I dont really get it, for example skycap has AOE damage and once the skycap projectile explodes, there is this blue bitmap vanishing in space.. but I didnt find a custom impact-bitmap in ICE, just the bitmap of the projectile while its flying.. anyone know how that works?
w0dk4 wrote:QUOTE (w0dk4 @ Aug 1 2007, 03:12 PM) Talking about explosions.. is there a way to add custom explosions to normal guns on impact?
Btw.: I dont really get it, for example skycap has AOE damage and once the skycap projectile explodes, there is this blue bitmap vanishing in space.. but I didnt find a custom impact-bitmap in ICE, just the bitmap of the projectile while its flying.. anyone know how that works?
it's all in igc/projectileIGC.cpp.
Only projectiles with a 'blastpower' value will display an explosion upon impact on something (CprojectileIGC::HandleCollision) or upon expiration (CprojectileIGC::Update).
The rendering of explosion is hardcoded , see 'ExplosionType' in igc.h. For projectile it's "c_etProjectile".
The actual code to render the explosion is in ClusterSiteImpl::AddExplosion (wintrek\trekigc.cpp). You'll notice they dont use the ExplosionType but directly the values (we should fix this one day...) so it's a bit confusing and hard to find the matching. (c_etProjectile=2, so it's 'case 2'. you'll notice they force the explosion radius to 1
The explosion anims are all preloaded into 'WinTrekClient::m_vpimageExplosion' , see WinTrekClient::Initialize.
So atm, there is 'explosion' setting in core (and ICE) for projectiles, they all use c_etProjectile (explosion type 2) and only for projectiles with AOE effect.



