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Re: Explosion
[Re: oldschoolj]
#153015
09/11/07 11:27
09/11/07 11:27
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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i Implemented it in my flight shooter (hope im allowed to use these sprites in different particle effects as well, though in the same game offcourse ) they look absolutely MARVELOUS! i'll upload some screens and a demo soon, then post it under SC1... credits where needed offcourse. regards,
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Re: Explosion
[Re: Gafgar]
#153017
09/23/07 09:20
09/23/07 09:20
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Anonymous
Unregistered
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Anonymous
Unregistered
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@Gafgar: In the documentation stand:Force – describes the force and SCALE of the explosion i changed this from 100 in the example to 1 or 5 but nothing happens?
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Explosion
[Re: oldschoolj]
#153020
09/24/07 12:41
09/24/07 12:41
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Joined: Sep 2006
Posts: 188 Latvia
MDI
Member
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Member
Joined: Sep 2006
Posts: 188
Latvia
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HMM! Im stupid or how! But i dont see any link in your links from who can download this!
Latvija rullē
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Re: Explosion
[Re: ]
#153021
09/24/07 15:37
09/24/07 15:37
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Joined: Jan 2005
Posts: 567 Sweden
Gafgar
OP
Developer
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OP
Developer
Joined: Jan 2005
Posts: 567
Sweden
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MDI, you have a square where you need to write down the letters you see to the right of it, and then you will get your download in some sounds. Quote:
@Gafgar: In the documentation stand:Force – describes the force and SCALE of the explosion i changed this from 100 in the example to 1 or 5 but nothing happens?
hmh.... that’s relay weird.. I wonder if I have submitted the wrong version or something O.o... does any one else have problems with this...?
EDIT*
oh.. I see what it may be now... you see this section this the example code?
vec_set(gibsa,vector(240,7.5,10)); explsopsion_func(target,normal,gibsa,100); //biger explosion explsopsion_func(vector(target.x+(random(800)-400),target.y+(random(800)-400),target.z+(random(800)-400)),normal,gibsa,100); explsopsion_func(vector(target.x+(random(800)-400),target.y+(random(800)-400),target.z+(random(800)-400)),normal,gibsa,100); explsopsion_func(vector(target.x+(random(800)-400),target.y+(random(800)-400),target.z+(random(800)-400)),normal,gibsa,100);
it should be like this
vec_set(gibsa,vector(240,7.5,10)); explsopsion_func(target,normal,gibsa,100);
for a normal explosion.. look in the documentation about that, I wrote that if you want big explosions, you should use many smaller explosions, because the force thing starts to not look that nice when you get to about 200... Did that help anything? ^^
Last edited by Gafgar; 09/24/07 15:56.
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Re: Explosion
[Re: Gafgar]
#153022
09/24/07 17:41
09/24/07 17:41
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Anonymous
Unregistered
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Anonymous
Unregistered
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I tried that before. I set force to 0.5 but nothing happens??
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Re: Explosion
[Re: ]
#153023
09/24/07 17:56
09/24/07 17:56
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Joined: Jan 2005
Posts: 567 Sweden
Gafgar
OP
Developer
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OP
Developer
Joined: Jan 2005
Posts: 567
Sweden
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well.. o.o... there is a minimum size... about 10 in force, is as small as it gets... do you really need smaller explosions then that? O.o... if thats the case, i should be using a single animated sprite, but i can add support for even smaller explosions if you REALLY need it? >.< (if its just the white lines that are to big, then you will just have to mace there since depend on the force, as it is right now, they have the same size all the time. o.o
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Re: Explosion
[Re: Gafgar]
#153024
09/24/07 18:43
09/24/07 18:43
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Anonymous
Unregistered
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Anonymous
Unregistered
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Yeah i really need a smaller explosion.when you can change this were very nice!!
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