Open MoerasGrizzly opened 10 months ago
This would be very useful indeed, and FotG would also have uses for this.
For posterity, even though it's kind of a technical point. This would most likely be simply adding particle effect hooks for $Impact Spew: and $Damage Spew:. "Anchoring to the ship" is a concept specific to the context of "a weapon impact" rather than the particle effect itself, which can't really make such assumptions. But they can be set up as such ahead of time by the context creating it: the impact/damage spew.
For posterity, even though it's kind of a technical point. This would most likely be simply adding particle effect hooks for $Impact Spew: and $Damage Spew:. "Anchoring to the ship" is a concept specific to the context of "a weapon impact" rather than the particle effect itself, which can't really make such assumptions. But they can be set up as such ahead of time by the context creating it: the impact/damage spew.
Can the impact/damage spew be set up so it it can be modified on a per-weapon, rather then a per-ship basis? At the moment there doesn't seem to be any way to differentiate the effect whether the weapon impacting is a subach hl-7 or BP's Railguns.
Ah, yes, that's true. That would obviously be greatly preferred... perhaps an 'override' Impact/Damage spew defined on the weapon, which would be preferred, if it exists.
A way to anchor particle effects to their impact point. IE: If a weapon impacts a ship that is moving, make sure that any particle emitter stays in place relative to the ship rather then its absolute point in space.
The point of this is that it'd allow someone^1 to recreate the ship flags $Impact Spew: and $Damage Spew: as per-weapon particle effects instead.