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Ok, I was trying to beat the whole mission string in a 100% legal lightning, with armament of 4 laser cannons a proton and a laser turrent.
Now as any good developer knows, a ship can only face in 36 differend directions. This makes it very hard to fight in a lightning at long range with a laser cannon as you just cant turn to the proper angle to hit some ships.
So I thought I'd do the EVN thing and make a plugin that provides 76 sprites for the lightning. This should work right? I just doubled every verticle column of sprites and so I had a new grid 12 by 6. I modified the spin resource to have 12 by 6, but it does not work. It only uses the first 36 sprites, is it possible to usemore then 36 sprites? what did I do wrong? I can post the plugin if you want to look at it later. I thought the EV bible says you can use as many sprites as you want, or do you to have a square grid?
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i don't think the extra frames can be used for the base sprite, only engine glows, lights, and the sort
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Quote
Originally posted by Rick_Hardslab: **Ok, I was trying to beat the whole mission string in a 100% legal lightning, with armament of 4 laser cannons a proton and a laser turrent.
**
Don't you mean 72? Anyway, I don't think that EV supports more than 36 frames for sprites, although I admit that I've never tried more.
Matrix
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I admit to confusion here owing to imprecise terminology. "EV" is generally taken to mean "classic" or original EV, although I use it myself to mean "all versions from classic to Nova." Of all the flavors (EV/EVC, EVO, EVN) only Nova might be capable...it allows more frames for smoother rotating of larger ships, but does the ship actually fly in those new directions? I'd be a little surprised, actually.
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To answer your question, yes, you could give it more than the standard 36 frames.
Originally posted by nighthawk: i don't think the extra frames can be used for the base sprite, only engine glows, lights, and the sort
All of the big ships in EVN (Raven, Carriers, etc) use extra sprites for their turning; as a result, their turning animation is much smoother than it would be if it were stuck with the standard 36 frames (see any big ship in EV or EVO for a good example of how jerky they can look).
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Eek, this topic looks rather confused. I'll try to answer the question in the simplest and clearest terms I can.
In Escape Velocity (the 1996 game now often referred to as "classic") and 1998's EV Override , ships are limited to 36 frames. In EV Nova (2002), you can add more frames for smoother movement, banking, glows, and so on, but these options are not available in the previous games.
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Originally posted by David Arthur: **Eek, this topic looks rather confused. I'll try to answer the question in the simplest and clearest terms I can.
Thanks, thats all I needed to know
The number of frames isn't related to the precision with which your ship can be turned. EV stores the direction of the ship as a variable with much higher precision, and simply finds the closest given frame to display. To test this (in EV/O), make a very large ship with a turn speed of 1, so that you can easily see the segments jerk as it rotates. Then equip it with a forward firing beam, and note that the beam turns much more smoothly than the sprite, and can occupy angles in between rendered frames.
-reg
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