Milo question about your weapons sample on the starshatter.com site.

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TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

Hi milo.

I think there is an error in your example

Code: Select all

   turret:           "rocket_launcher.mag",
    scale:            0.15,
 
    graphic_type:     1,	     // solid
    scale:            0.15,
    light:            200,
    model:            "missile00.mag",
    trail:            "smoke.pcx",
    trail_width:      1,
    flare:            "drive.pcx",
    flare_scale:      0.25,
    sound:            "missile2.wav",
    sound_min_dist:   1e3,
    sound_max_dist:   10e3
 

You use 2 scale: parameters. I want to do the exact same thing as I want to scale my turret by 3 and my graphic_type by 0.4. Though doing it as in your example just makes the second scale: param over ride the first one.

Is there an turret_scale: param or something that should be used instead?

Tex
Mehrunes
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Joined: Wed Mar 31, 2004 6:56 am
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by Mehrunes »

Not that I'm aware of, "scale" controls the size of both the turret the projectile models.
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TheDeadlyShoe
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Joined: Tue Apr 06, 2004 3:06 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TheDeadlyShoe »

You can scale the muzzleflash with flash_scale:, the drive flare on a missile weapon with flare_scale:, you can manipulate the width/heighth of Blob weapons, or you can alter the graphic itself.

A blob weapon is intrinsically re-scalable, with a solid weapon you can adjust the size of the model itself to get the proportion you need for the weapon.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

thats for me using spite weapons... bah.. .;)
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TheDeadlyShoe
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by TheDeadlyShoe »

Somehow, even as I typed that post, I just knew you'd be using sprites!

*clutches head*

Still, cant you just change the size of the sprite texture?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

iirc the width and length params are only for blobs. Spites and solids use scale.

For solids this is a pain as well. Say that I have the same laser turret model on 5 ships but the scale of them is different. This means that I either have 5 laser "ammo" .MAG's or 5 laser turret .MAG's just because they are scaled with the same parameter. Same goes when using spites I will need either 5 sets of pcx´s or 5 set of mag´s.

Tex
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TheDeadlyShoe
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by TheDeadlyShoe »

Okay, that's a totally different problem. I'm pretty sure that can be solved with appropriate scale: parameters in ship DEFs.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

hmmm you cant use scale parameter in the weapons defintion in the ship def.
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TheDeadlyShoe
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by TheDeadlyShoe »

I was pretty sure there was a way but I just checked around and tested and can't find it. Oh well.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

Milo.

If your reading this is there a posiblity to add a turret_scale parameter to separately scale the turret model from the ammo model in the weapons def?

I would really apriciate this in an upcomming patch.

Tex
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TheDeadlyShoe
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by TheDeadlyShoe »

According to mod SDK (duh) Scale: in weapon def does scale sprites. Haven't tested it.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Milo question about your weapons sample on the starshatter.com site.

Post by TexMurphy »

Yes it scales spites in the weapons def but it also scales turret models..

In the ship def if you include scale: in the weapons section you get an error message in the log file.

Tex
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Lord QDaan
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RE: Milo question about your weapons sample on the starshatter.com site.

Post by Lord QDaan »

Oh well, it's easy to rescale a model in Magic anyway.
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