Explosions

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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

Explosions

Post by DamoclesX »

explosion_type: 8,
explosion_time: 0.5,
explosion_loc: (0, 0, 0),
//
//
final_scale: 0.7,
final_type: 11, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
final_scale: 0.7,
final_type: 23, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
debris: "junk2.mag",
debris_loc: (0, 0, 0),
debris_mass: 10,
debris_count: 3,
debris_life: 5,
// debris_fire: (1,1,1),


question

what does explosion time do?
debris_life, is that seconds?
any options here that I"m not using?
Jason Blaz
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Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: Explosions

Post by Melkor »

Regarding explosion_time, I think that's how long the effect takes before the next effect begins. There's another parameter, "time", which controls how long the entire process takes. In other words, if you set it up like this:

death_spiral: {
time: 5,

explosion_type: 10, // SMALL_EXPLOSION
explosion_time: 1
explosion_loc: (0, 0, -64),

explosion_type: 10, // SMALL_EXPLOSION
explosion_time: 1.5,
explosion_loc: (20, 10, -20),

final_scale: 0.7,
final_type: 11, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
final_scale: 0.7,
final_type: 23, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
debris: "junk2.mag",
debris_loc: (0, 0, 0),
debris_mass: 10,
debris_count: 3,
debris_life: 5,
// debris_fire: (1,1,1),

the whole process will run twice, because the two explosion_time values add up to 2.5, but the total set by the time parameter is 5, so you need two run throughs.
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