Ambrosia Garden Archive
    • Explosion radius.....


      Okay, heres the question. does the area of damage on a weapon have to be a circle? I know that it usualy is, but is there a way to work around that? I ask this because I want to make a projectile weapon that explodes into a "spike" of energy that would be very long, but not very wide. second question, which probably should have been the first, how would I go about making the graphics for such an explosion...

      Im not sure if what im trying to say is clear or not.... hopefuly you guys can figure it out...

      thanks

      (edit) forgot to mention, EVN is the game in question, just incase you couldnt figure it out 😉

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      (This message has been edited by just smile and nod (edited 12-21-2003).)

    • Hmm, I don't think you can do that using the standard method at all... the only workaround I could think of would be to produce submunitions that spray out in the required "spike" and simulate the explosion. I'm not sure how good that would look.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
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    • Quote

      Originally posted by Mazca:
      **Hmm, I don't think you can do that using the standard method at all... the only workaround I could think of would be to produce submunitions that spray out in the required "spike" and simulate the explosion. I'm not sure how good that would look.

      **

      thanks, I was thinking it would have to be something like that, it should work: behold the power of submunitions!

      thanks for the quick reply

      Okay, here is a second question, this time about ship building. When i am using MovietoSprite, or whatever it is called, and I have a ship that has black areas on it, how do I prevent those black areas from being read as empty space, and not being included as part of the mask?

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      Page's destiny and mine are intertwined, we were bitter enemies before we even knew of each others existance...
      -Jasan

    • It can definately be simulated with submunitions, especally with the negativce subtheta trick (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum9&topic;=004881")http://www.AmbrosiaS...m9&topic=004881(/url)
      The graphics will be a problem. You would have to break it into multiple parts, and use the submunitions to putthem in the right spot.
      -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)

    • Quote

      Originally posted by Mazca:
      **Hmm, I don't think you can do that using the standard method at all... the only workaround I could think of would be to produce submunitions that spray out in the required "spike" and simulate the explosion. I'm not sure how good that would look.

      **

      yea, maybe have submunitions with the graphic of an explosion going through a spin's rotation graphics, and then have them constantly rotate, and have a life that only lasts through one rotation, and the damage falls off with distance.

      Matrix

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    • Quote

      Originally posted by what_is_the_matrix:
      **yea, maybe have submunitions with the graphic of an explosion going through a spin's rotation graphics, and then have them constantly rotate, and have a life that only lasts through one rotation, and the damage falls off with distance.

      Matrix

      **

      Yeah, I think that's the best way to handle it. You could get a very nice gout of flame with that, I suspect.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
      look through a faithless eye - are you afraid to die?

    • Another method would be to use a series of recursive submunitions from the submunition. It should make an animated explosion that only hits something when it touches the explosion. I'll try this out.

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      (This message has been edited by orcaloverbri9 (edited 12-21-2003).)

    • Quote

      Originally posted by just smile and nod:
      **Okay, here is a second question, this time about ship building. When i am using MovietoSprite, or whatever it is called, and I have a ship that has black areas on it, how do I prevent those black areas from being read as empty space, and not being included as part of the mask?

      **

      Either make your own mask (Magic wand tool on the black area of the sprite), or edit the mask that m2s generates.

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