Now what I want to know is, what are the odds of getting smoke/flame color added to the xml files? I could swear I remember seeing a variable in the code for color that is not exposed in the xml anywhere. I would like to be able to make green trails for my acid weapons, or red trails to simulate blood or something like that. 🙂
The WeaponRepeat with a short delay should work very well for this.
I converted a weapon or two to the new WeaponRepeat with delay method this weekend. Its soooo nice for those long WeaponMultis that have repetitive delayed code. All those situations where I release 2 or 3 projectiles but I wanted it to be one at a time but didn’t due to code length will never happen again. Thanks so much for adding that delay I requested in there, I love it. 🙂
Didn’t seem to have any effect on the flame trail colors. They were still the default orange/red. Am I doing something wrong there like naming the color attributes wrong or something else? I didn’t get any error messages about unrecognised nodes or anything like that.
I’ve commited the xml to the repository. Have a look at Acid Blast if you want to check it out.
I think perhps one more tag could be needed to create the proper effect of big takeoffs.
the flame and smoke seem to emit from the projectile at a certain rate, indepened of the projectile speed and flame life. In order to make flames look right, the large flame and smoke will need to have a longer trail. flame life simple stretches the individual flame and smoke explosions over a long area creating a “puff puff” look. that is part of what makes the flamethrower look cool.
however, unless a is added, a shuttle or large rocket takeoff will not look right. I realize this could greatly extend the graphics requirements, but hey, we want what looks good, right??