Hmmm, so we know its a cannon, a 2 slot one, its green, lets see... a RADIATION CANNON!?!? Though more than likely its a Bio cannon to make the biology tree more BE friendly.
It's the new bio effect. I copy pasted the standard cannon out 10 times so i had 10 weapons with good rof that didn't need research and I could give each their own effect.
Hm, would there be a way to pass the radius value into the particle generator so that we only have to change one hardcoded value (that should be read in from an external script table)? Tying explosion effect to explosion radius would be nice. For HITs, perhaps a quick burst for its full radius, then a unique, but smaller, effect to designate that you just got nuked.
I can make modulated effects yes, via control points, but the amount of difficulty in coding it, the hassle of making the effects themselves and the massive tweaking to make it fit a certain radius make it a fools errand. It's easier for everyone if I do the stuff from scratch, it'll look better too. @teh_ham There's code to make particles 'blend' into surfaces they clip with, but it's not present in Empires.
I was referring to hardcoding it somewhere, but do it from an external script/table so that you don't have to hunt for the hardcoded table in the code and then recompile the binary. Post-compilation variables are nice!
anyway hardcoding any value, it just feels like bad programming to me (unless its really runtime relevant ofc)
Maybe make variations for size? I.e. Small (ML), medium (CN), large (AC), and nuke-lear* (HIT). *Seeing as nuclear isn't really a size.
Why? That's how I'd do it too, it's not difficult to change the size of an effect in the editor, it's also not like cannons are going to have their explosion sizes changed every five minutes, so you don't need to make it adaptive.
Oh right yes I would probably have been far more sarcastic about it because I do so love being horrible to everyone.