In the hope i am on the right Thread..
Is there on TA3D A Documentation or something like that which says how to add own particles and if there is anything new on Weapons
like Ballistics and such ?
i would like to create Particle's for TA3D
and Making (non TA Based) Mods for TA3D as it has better performance then Spring RTS and better looking too!
oh and i would like to know has TA3D any unit/weapon id limits?
Particles Weapons..
- zuzuf
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Re: Particles Weapons..
there is no ID limit, units, weapons and other objects are identified by their internal name.
Currently the particle engine uses predefined particle types (it just mimics OTA's system). Weapons should work the way they do in OTA, the only difference being the shock wave particle effect when weapon damage radius is higher than a threshold. If needed we can add some features to weapon code and the possibility to add user defined particle types and particle effects (using Lua ?).
Currently the particle engine uses predefined particle types (it just mimics OTA's system). Weapons should work the way they do in OTA, the only difference being the shock wave particle effect when weapon damage radius is higher than a threshold. If needed we can add some features to weapon code and the possibility to add user defined particle types and particle effects (using Lua ?).
=>;-D Penguin Powered
Re: Particles Weapons..
ahh that is awesome no unit etc limit
hm Particles i thought of like the Particle system from Spring RTS?
it works very well (until they broked the gravity of it on 0.80.2 or so)
CEGTag=; Custom Trail
BounceCegtag=; IIRC that CEG gets called when the projectile gets bounced
Explosiongenerator=Custom:; when the projectile gets destroyed it creates one
hm Particles i thought of like the Particle system from Spring RTS?
it works very well (until they broked the gravity of it on 0.80.2 or so)
CEGTag=; Custom Trail
BounceCegtag=; IIRC that CEG gets called when the projectile gets bounced
Explosiongenerator=Custom:; when the projectile gets destroyed it creates one
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