Nexus Modding > Mod Development / Released Mods

Freespace

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Arparso:
Ah ok, here are the start, travel and end efx:


--- Code: ---EFX 60 // Terran Huge Turret
   
    NoModColor
    FLARE
        Type 11
        Size 300
        Color 1 1 1
ColorB 0.1 0.9 0.1
        Decay .5
        ShakeFactor .5
    FLARE
   
    STRIP
        Texture 12
        Length 10
        Radius 8
        Color 1 1 1
ColorB 0.1 0.9 0.1
        Additive
        Decay .5
    STRIP
   
    SOUND
Index 200 0
Level .92
SOUND
   
EFX

EFX 61
   
    NoModColor
    FLARE
        Type 10
        Size 160
        Color 1 1 1
ColorB 0.1 0.9 0.1
    FLARE
   
    SNAKE
        Texture 13
        TexScale 20
        SRadius 8
        Color 1 1 1
ColorB 0.1 0.9 0.1
        NodeDec .2
    SNAKE
   
EFX

EFX 62

    NoModColor
   
    Particle "Ship Impact" 1
   
    SOUND
        Index 4 7
        Level 1
    SOUND
   

EFX
--- End code ---

Nothing special, really. The weapon seen in the video used that with a travel speed of 175.

Mularac:
yes, these will come along nicely for the traveler ship main gun... a question, though: how did you reduce the length of the Snake trail? I always use Strip so I'm not too familiar with it's coding.

oh, and please add the GVC Sobek as soon as you can... I found it to be the best Freespace 2 ship EVER

Arparso:
NodeDec .2 is responsible for the snake's length in this case: the higher the value, the longer it takes for the snake trail to disappear and so the longer it gets.

Btw, is there a way to implement non-homing weapons in Nexus? It's especially obvious with those slow-moving blobs, that they actually don't fly in a straight line, but instead follow the target, if it's moving. That's a pretty strange behaviour for a plasma blob to act like a heat-seeking missile...

And yeah, the Sobek will be done soon enough, don't worry ;)

Keldane:
The Snake effect seems to require something like a Flare to attach itself to. So far, I haven't been able to determine any difference between attaching a Strip and attaching a Snake to a Flare. It's a little off topic, and could I trouble you for a little clarification there? >_>

Arparso:
SNAKE and STRIP behave differently in a few aspects:

A STRIP always is of fixed length and goes in a straight line starting from the actual projectile's position in the opposite direction of the projectile's movement... or in other words: it shoots out of the back of the projectile in a straight, fixed-length line. A STRIP will always be straight out the back, even though your projectile might fly a sharp turn (because of a fast-moving target perhaps).

A SNAKE is of variable length and gets longer the faster the projectile flies. It'll not always go straight - if the projectile does a sharp turn, the SNAKE effect will bend and form a curve. It basically mimicks exhaust gases slowly fading away with the NodeDec property saying how fast it fades.

Look at engines and their (SNAKE) trail ... if those would be STRIPs, the trail wouldn't bend itself and always go straight out of the engines in case of the ship changing course.

Another difference is that STRIPs are there immediately after firing the projectile. SNAKES only appear after a short distance - after all, the exhaust gases first need to be emitted for the trail to become visible.

Btw, you don't need a FLARE to attach to... it'll just look strange, if there's no visible projectile the SNAKE or STRIP is attached to.

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