Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   NPC Scripting (https://forums.graalonline.com/forums/forumdisplay.php?f=8)
-   -   Look I can move fast! (https://forums.graalonline.com/forums/showthread.php?t=47508)

adam 08-27-2003 08:20 AM

Look I can move fast!
 
1 Attachment(s)
Fast like a rocket ship!

hehe, just a refurbished old script.

Judge_S 08-27-2003 10:54 AM

Looks like something Angel might use on 2k1, for those who know what I'm talking about. :D

adam 09-01-2003 12:34 AM

1 Attachment(s)
geez, if I don't get praise enough for a screenshot I better further my ego and try to get praise by posting script.

Press the up arrow to move forward.

Press the left and right arrows to change direction.


Don't bother if you can't see lights.

If your a decent scripters you can find the variable to control the number of particle thing-im-a-bobs used. Lessen for faster speed. increase for greater detail. (to a point)


The particle script can really be used in nearly unlimited ways. from waterfall things, to fountains. to fires. to rain. to snow. Or the included very dynamic fireball script.

Deek2 09-01-2003 12:43 AM

Neato. Even though I don't even script, finding that variable was quite easy.

adam 09-01-2003 12:44 AM

Quote:

Originally posted by Deek2
Neato. Even though I don't even script, finding that variable was quite easy.
Yes, I figured it would be. :)

It's just so fun to see. There are so many variables for those particles. You can really do a lot with it.



geez, what do I have to do to get you guys to post comments!!!


POST REPLIES, WONDERS, IDEA'S. FUN FACTS. TRIVIA.

Nick1988 09-01-2003 09:05 AM

Quote:

Originally posted by adam


Yes, I figured it would be. :)

It's just so fun to see. There are so many variables for those particles. You can really do a lot with it.



geez, what do I have to do to get you guys to post comments!!!


POST REPLIES, WONDERS, IDEA'S. FUN FACTS. TRIVIA.

Heh, it's cool.

Kaimetsu 09-01-2003 09:28 AM

Particle effects are always pretty cool. Suggestions:

1) Interpolate between start and end headings when the player is turning, so that the particles are sent out evenly.
2) Increase the variability on the tail when it's moving quickly. It looks more like a blowtorch than a fireball.
3) Don't use so much trigonometry! This could easily be handled with vectors alone.

CheeToS2 09-01-2003 10:54 AM

Quote:

Originally posted by Kaimetsu
vectors
:(:(:(
*grumbles @ physics teacher* HURRY UP!

adam 09-02-2003 05:54 AM

Quote:

1) Interpolate between start and end headings when the player is turning, so that the particles are sent out evenly.
I think I know what you mean, But not really...

Quote:

2) Increase the variability on the tail when it's moving quickly. It looks more like a blowtorch than a fireball.
Yes, it does constrict the spread upon reaching maximum speed, easily changed.

Quote:

3) Don't use so much trigonometry! This could easily be handled with vectors alone.
Yeah, I could no doubt add another array and use vectors alone. I just wanted to use angles for some reason. I'll prabably change this.

On another note: I learned vectors in trig class?

adam 09-02-2003 06:13 AM

1 Attachment(s)
Uses less trig now, also doesn't constrict to the point of a blow torch when it speeds all the way up.

Kaimetsu 09-02-2003 06:15 AM

Quote:

Originally posted by adam
I think I know what you mean, But not really...
If I constantly rotate the fireball, I should see particles flying out in all directions. Instead they are limited to a few relatively distant angles, making them look more like spokes of a wheel than a smooth, continuous projection. Interpolation could fix that.

Another note: It's often better to use a single array than one for each field, but it'll all change when V3 is released anyway - multidimension arrays rule ^_^

adam 09-02-2003 07:32 AM

Quote:

Originally posted by Kaimetsu


If I constantly rotate the fireball, I should see particles flying out in all directions. Instead they are limited to a few relatively distant angles, making them look more like spokes of a wheel than a smooth, continuous projection. Interpolation could fix that.

Another note: It's often better to use a single array than one for each field, but it'll all change when V3 is released anyway - multidimension arrays rule ^_^

:)

Yeah, I used to put everything in one array, but at some point I decided to just use multiple arrays.

I was/am an expert at putting things in one array.

Anyhow, that spokes in a wheel thing kinda goes away after broadening the angle at which they spay at full speed.

Soul-Blade 09-02-2003 03:39 PM

Hmm...looks very neat when going slow, but odd at max speed =P. I like it though.

Script also seems rather complicated for the effect shown, but it seems like Kaimetsu has already covered that.

adam 09-02-2003 07:16 PM

Quote:

Originally posted by Soul-Blade
Hmm...looks very neat when going slow, but odd at max speed =P. I like it though.

Script also seems rather complicated for the effect shown, but it seems like Kaimetsu has already covered that.


The script was made to be dynamic.

You can easily make it do whatever kind of particle effect you want.


:) Maybe it wouldn't be so complicated if I commented it all better.
Although I did comment the parts that would be changed to vary the effect.

adam 09-02-2003 07:32 PM

1 Attachment(s)
Extreme commenting now included.


All times are GMT +2. The time now is 11:36 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.