Game Development Community

Explosion bugged?

by Stefan Lundmark · in Torque Game Engine · 05/13/2006 (9:35 am) · 2 replies

I made the following changes to crossbow.cs in 1.4:

From:
datablock ExplosionData(CrossbowExplosion)
{
   soundProfile = CrossbowExplosionSound;
   lifeTimeMS = 1200;

   // Volume particles
   particleEmitter = CrossbowExplosionFireEmitter;
   particleDensity = 75;
   particleRadius = 2;

   // Point emission
   emitter[0] = CrossbowExplosionSmokeEmitter;
   emitter[1] = CrossbowExplosionSparkEmitter;

   // Sub explosion objects
   subExplosion[0] = CrossbowSubExplosion1;
   subExplosion[1] = CrossbowSubExplosion2;

To:
datablock ExplosionData(CrossbowExplosion)
{
   soundProfile = CrossbowExplosionSound;
   lifeTimeMS = 1200;

   // Volume particles
   particleEmitter = CrossbowExplosionFireEmitter;
   particleDensity = 75;
   particleRadius = 2;

   // Point emission
   [b]//emitter[0] = CrossbowExplosionSmokeEmitter;[/b]
   [b]//emitter[1] = CrossbowExplosionSparkEmitter;[/b]

   // Sub explosion objects
   [b]//subExplosion[0] = CrossbowSubExplosion1;[/b]
   [b]//subExplosion[1] = CrossbowSubExplosion2;[/b]

And there's absolutely no difference in the crossbow explosion appearance.
Even with the first codeblock, there's no "Smoke" or "Spark" effects visible, and my old datablocks from 1.2 gives different visuals but look the same code-wise.

For all I know, these might never have worked.. but it seems odd that my 1.2 HEAD looks different ingame than 1.4.

Made a diff, and alot seems to have changed in there so I'm going to dig around and see what I can find.

Meanwhile, am I missing something? Is this behaviour known?

#1
05/13/2006 (9:45 am)
Yep, it's a bug in 1.4. It also affects using animated ifl's for explosions and several other things.

This thread may help you out
www.garagegames.com/mg/forums/result.thread.php?qt=41037

There are more related threads in the 'Torque SDK Private Forums >> Torque SDK Bugs'
#2
05/13/2006 (10:18 am)
Thanks a ton Tim, you're invaluable.