Is this an mod issue or Spring issue?

Is this an mod issue or Spring issue?

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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Is this an mod issue or Spring issue?

Post by Pendrokar »

When a unit(I think it's only for buildings) gibs/(breaks apart in pieces) you can see the fire particle(don't know how to rly call it), that is IMO meant for setting weapon fire start positions! In this screenshot I blew a Long range AA and a Big Bertha(BA) - Image
IMHO Those particles should never show up ingame! But is this a mod bug or spring engine bug?
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Even if this is not an answer I have seen this in XTA 9.1 also.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6243
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Mod bug.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

FLOZi wrote:Mod bug.
From Killed(severity,corpsetype) script section.
VonGratz :wink:
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

However, this occasional appears even after a unit reloads. Also, happens across multiple mods.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Post by jK »

It happens because most mods still use the original (or only limited modified) OTA cobs. OTA used 'flares' as muzzle effects, but spring now allows/uses real particle effects, so you would have to hide those flares (except you have a own made model without any flare objects). Also those 'flares' are 'normal' objects like an arm or a leg, that's why they explode, too.

So you have to do following changes to your cobs:
1. use 'hide flare;' (note: some models have multiple flare objects)
2. remove any 'show flare;' lines
2. remove any "explode flare type ...;" lines
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

When removing show flare; keep in mind that using show in fireWeapon doesn't show the part, instead it triggers that column of smoke muzzle effect.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

No because the piece was already hidden when it exploded.

The flare geometry would have to be removed from the model
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

explode is independent of the visibility but a piece that isn't explicitely exploded should never go flying.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

AF wrote:No because the piece was already hidden when it exploded.

The flare geometry would have to be removed from the model
Yes, and also you can remove from the From Killed(severity,corpsetype) list on bottom of the script the flares without any trouble.
VonGratz :wink:
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