Different way to spawn explosions?
by Sabrecyd · in Torque Game Engine · 08/16/2002 (9:25 am) · 7 replies
Anyone know a different method of creating an explosion other then the new explosion function or using a projectile. I only ask because creating a new explosion does not work well in networked games. Being able to spawn an explosion based on timers or many other things is very useful.
Any ideas would be greatly appreciated,
-Sabrecyd
Any ideas would be greatly appreciated,
-Sabrecyd
About the author
#2
No, it's not that critical at the moment for me at least. I'm sure a lot of people would like that fix in fairly soon. I didn't realize anyone was working on it which is great. I've commented out quite a few things in script for now because of that crash issue. Maybe when you submit a fix you could post about it?
Edit: I should say if you submit a new solution maybe you could post about it.
Thanks again,
-Sabrecyd
08/16/2002 (10:56 am)
Thanks for the update Robert. No, it's not that critical at the moment for me at least. I'm sure a lot of people would like that fix in fairly soon. I didn't realize anyone was working on it which is great. I've commented out quite a few things in script for now because of that crash issue. Maybe when you submit a fix you could post about it?
Edit: I should say if you submit a new solution maybe you could post about it.
Thanks again,
-Sabrecyd
#3
Has the temp fix you submitted been added to the download code? I haven't updated to the 1.1.2 engine yet but am planning on doing that very soon. Even if this is a temp fix it would be better then crashing the engine. Do you think you could post the fix here if it hasn't been added to the code already?
Thanks,
-Sabrecyd
08/19/2002 (9:30 am)
Robert, quick question.Has the temp fix you submitted been added to the download code? I haven't updated to the 1.1.2 engine yet but am planning on doing that very soon. Even if this is a temp fix it would be better then crashing the engine. Do you think you could post the fix here if it hasn't been added to the code already?
Thanks,
-Sabrecyd
#4
08/19/2002 (10:44 am)
Have you tried subexplosions? They can be timed.
#5
I can certainly give this a try. Thanks.
08/19/2002 (10:54 am)
Only as part of a normal explosion. Is there a seperate function for that like the new explosion()? new subexplosion() or maybe new subExplosion()I can certainly give this a try. Thanks.
#6
I hope this helps. :-)
Eric
08/19/2002 (2:57 pm)
A mini sub-explosion tut:// this defines the first (of three) sub explosions
datablock ExplosionData(MySubExplosion1)
{
// explosionShape = "explosion.dts"; //animated file of an explosion
faceViewer = true; // probably only needed if explosionShape is used
explosionScale = "0.5 0.5 0.5";// probably only needed if explosionShape is used
lifetimeMS = 1000; // lifetime of explosion emitter
delayMS = 0; // delay in MS after routine called
emitter[0] = MyExplosionEmitter; //normal Particle emitter
emitter[1] = SparkEmitter; //a second particle emitter
offset = 0.0; // offset from explosion epicenter
playSpeed = 1.5; //probably only used with explosionShape
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0;
times[1] = 1.0;
};
// this defines the explosion as a whole--including the subs
datablock ExplosionData(MyMainExplosion)
{
// soundProfile = MyExplosionSound;
subExplosion[0] = MySubExplosion1;
subExplosion[1] = MySubExplosion2;
subExplosion[2] = MySubExplosion3;
};That should give you the basics to use subexplosions. Remember that any functions used in a normal explosion most likely can be used in a sub or the main explosion. The key to answer your question on timing goes to "delayMS" in the different subexplosions.I hope this helps. :-)
Eric
#7
-Sabrecyd
08/20/2002 (4:58 am)
Hey thanks a lot Eric. This could be useful for quite a few things.-Sabrecyd
Torque 3D Owner Robert Blanchet Jr.