Pew pew cannons

Discussion in 'Art' started by Empty, Oct 28, 2009.

  1. MajorTom

    MajorTom Member

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    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.
     
  2. flasche

    flasche Member Staff Member Moderator

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    and what exactly makes you thinking it is a CN?
     
  3. Empty

    Empty Member

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    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.
     
  4. Empty

    Empty Member

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    [​IMG]

    Don't tell anyone EMP cannons are being added to 2.25 (as of this post, that is)
     
  5. blizzerd

    blizzerd Member

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    lol empty dont you get banned again...
     
  6. teh_ham

    teh_ham Member

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    Came I did.

    Does look kinda ugly with the clipping through the wall behind it though.
     
  7. spellman23

    spellman23 Member

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    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.
     
  8. Empty

    Empty Member

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    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.
     
  9. flasche

    flasche Member Staff Member Moderator

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    didnt you brag you can program? you should understand hardcoded then ;)
     
  10. spellman23

    spellman23 Member

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    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!
     
  11. flasche

    flasche Member Staff Member Moderator

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    anyway hardcoding any value, it just feels like bad programming to me (unless its really runtime relevant ofc)
     
    Last edited: Nov 2, 2009
  12. Demented

    Demented Member

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    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.
     
  13. Empty

    Empty Member

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    That's the current plan.

    If the code ever gets working.
     
  14. Demented

    Demented Member

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    Lovely.

    If you were Chris, I'd expect a different reaction. =P
     
  15. Empty

    Empty Member

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    /me cocks his shotgun and goes beerdude hunting
     
  16. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    look for fat guys watching TV, Empty, Beer tends to hang around them... or be them
     
  17. Chris0132'

    Chris0132' Developer

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    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.
     
    Last edited: Nov 3, 2009
  18. Demented

    Demented Member

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    I meant a different reaction to the question, not a different method of creating the particles.

     
  19. Empty

    Empty Member

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    I'm just your friendly neighbourhood particle d00d.

    I'd like particle d00d as a title <_<
     
  20. Chris0132'

    Chris0132' Developer

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    Oh right yes I would probably have been far more sarcastic about it because I do so love being horrible to everyone.
     

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