Weapon Special Effects

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Originally posted by SpacePirate:
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However, I did find a few oddities... In one weapon I made ("Weapon 3 (backwards)"), which has a count of 30 and a speed of 1500, with -180 inaccuracy, if I shoot it, it seems to return to my ship, boomerang-style... very odd.

I think all of these are demonstrated in the plugin here.

~ SpacePirate

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Um, that file cant be read on windows (and probably Classic as well)
There are two options that work for windows:
Simple .sit file containing the plug
.zip file containing a .bin'ed plug (One plug and no doc's per .bin file. Just zip any docs)
It looks like you have just zipped a non .bin'ed plugin - this destroys the resource fork when it is opened on anything other than OS X.
-Az

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It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
Stuffit is a piece of .sit.

Quote

Originally posted by Azratax2:
**Um, that file cant be read on windows (and probably Classic as well)
There are two options that work for windows:
Simple .sit file containing the plug
.zip file containing a .bin'ed plug (One plug and no doc's per .bin file. Just zip any docs)
It looks like you have just zipped a non .bin'ed plugin - this destroys the resource fork when it is opened on anything other than OS X.
-Az

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Ah. Probably. I just used the "Archive" option in Mac OS X. I'll re-upload it using DropZip.

(edit: Done, same link (url="http://"http://www.evula.org/infernostudios/downloads/WeaponsTests.zip")here(/url).)
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Eat blazing electric death!

(This message has been edited by SpacePirate (edited 01-04-2004).)

<bump>

Just wondering, did anyone else get that boomerang effect? It shouldn't matter with weapons of low count, or with those that are homing, but if you tried to make a weapon with railgun-esque length, it could have problems...

I guess you could use the -180 method for guided, and the negative speed for projectiles...

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Eat blazing electric death!

Using EVNEW on v1.06 for windows, it seems that negative inaccuracies only work if the weapon uses gun exit points. With other types of exit points, the weapon just fires straight ahead.

Right, for negative inaccuracies to work, you need to use weapon exit points other than 0, 0; that was said earlier in this topic. Then again, it was over a year ago...

SP, my weapon is firing toward the bottom-right hand corner, but I'm not noticing any sort of 'boomerang' efect. Also, negative turning is the same as 0, not the opposite of abs(turning). So, -10 will not turn at a rate of 10 in the wrong direction, but will rather just fly forward.

I actually did most of these test independantly, and I think that the "boomerang effect is because the weapon was a freeflight rocket.
Freeflight Rockets, when they have a negative inaccuracy, start out by going in the direction difined by the inaccuracy field, but then they accelerate until they are going straight forward (I think this was mentioned obliquely (sp?) on the first page by pipeline or Matt Burch). If they start out going backwards, they would go backwords until their acceleration overcame theior initial velocity and they started going forwarfds, thus causing the "boomerang" effect.

Edwards, on Feb 13 2005, 08:12 PM, said:

Freeflight Rockets, when they have a negative inaccuracy, start out by going in the direction difined by the inaccuracy field, but then they accelerate until they are going straight forward (I think this was mentioned obliquely (sp?) on the first page by pipeline or Matt Burch). If they start out going backwards, they would go backwords until their acceleration overcame theior initial velocity and they started going forwarfds, thus causing the "boomerang" effect.
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(evil plotting voice) Oh reeeeally? (/evil) I have a use for that... :ninja: