.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old January 4th, 2007, 03:40 PM

Phlagm Phlagm is offline
Corporal
 
Join Date: Jan 2007
Location: Austin, TX
Posts: 151
Thanks: 0
Thanked 0 Times in 0 Posts
Phlagm is on a distinguished road
Default Bug, Annoyance, or Misunderstanding in weapons?

Here are a list of annoying/illogical things I've discovered in my last several hours trying to get a particularly complicated weapon to work:

On the CSTG comand, you can launch any number of different stages on "expire" however, if you use "findprox" it'll only launch the first. My workaround has been to launch a dummy particle that will immediately die and launch the particles I want on expire. So that problem was discovered and worked around after too long.

My new problem is that I don't know what the hell the "relative" FLAG is for, since everything appears to come out at a relative velocity. I'm attempting to make a missile that will fire stationary objects as it moves along. But if it drops them and they have zero speed, they just cruise along with the missile. I can roughly correct for this particular effect by setting the initial speed of the particles to negative the missile's speed in the x and zero everywhere else. Unfortunately they still drift, and as the missile wiggles around they just get flung off randomly, or if my ship is moving, watch out! I've made sure NOT to use the relative flag, but so far as I can tell all projectiles come off relative no matter what. Is it just for particle effects? And if so, can we have an "absolute" flag from the projectiles, so we can make objects that sit in space?

Furthermore, it doesn't look like "slowdown" does anything on the main projectile. This makes me very sad as I was hoping to use it to simulate a bomber effect on a weapon.

If anyone has any ideas, please let me know.

Also, we should work on a page that details exactly what fields work where on the weapons, as that is sorely lacking. Right now I just have a stripped-down missile I use to experiment randomly with flags.

-Jeremy
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.