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Re: Flamethrower
[Re: 3run]
#363737
03/14/11 16:23
03/14/11 16:23
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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1 - maybe use c_scan from player with a cone around approximately the flames?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Flamethrower
[Re: 3run]
#363746
03/14/11 16:39
03/14/11 16:39
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Joined: Feb 2010
Posts: 886
Random
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User
Joined: Feb 2010
Posts: 886
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maby with texture scanning; c_trace(my.x,trace_flammes.x, SCAN_TEXTURE);. Now when you make the flammes of the flammthrower out of alot of little spirets, you can just remove the flammes that touches the wall (or whatever) and with an easy else you can also scan the actors , with should get burned by the flammes. When that happens, just create new flame spirets on the model, with got burned; PARTICLE* hole = ent_decal(you,burn_wund,5,random(360)); or you even better you create new fire spirets on the model that got hit ,that expanse and creates the "burn_wund" particale at the places the flame on the model, that was created becouse of the flammes on the flammthrower.
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Re: Flamethrower
[Re: 3run]
#363748
03/14/11 16:45
03/14/11 16:45
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Joined: Jun 2006
Posts: 379 Flevoland, 5 meters under wate...
Roel
Senior Member
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Senior Member
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
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1
you can C_trace from every particle along the velocity vector This way you can perform collision detection on particles(this is slow). you can also trace once, when you initialize the particle, and store the hit position somewhere(particles will fade out when they reach this spot). This is in most cases sufficient, as walls normally don't move.
2 some idea for moving direction: vec_for_angle( temp, players_angle); vec_normalize( temp, some_velocity); effect(particle,1,weapons_vertex, temp);
Last edited by Roel; 03/14/11 16:47.
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Re: Flamethrower
[Re: 3run]
#363764
03/14/11 17:13
03/14/11 17:13
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I dont know if it works but you can try it  when the player shoots with the flamethrower create a box (or a sphere, or...). while firing, scale the box with the same speed, the particles are moving untill its scaled to the max range of the flames. also while firing, set the angle of the box always to the direction the particles are moving. now you should be able to use a simple collision detection  (why do all try the most complicated ways first?!) [Edit] ... but it could be a problem if the player turns fast. (i have to think about that...) @problem 2) using vec rotate should work... do you use the velocity vector of the particles?
Last edited by Kartoffel; 03/14/11 17:47.
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