Author Topic: Rotation question  (Read 12496 times)

Offline ptarth

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Re: Rotation question
« Reply #15 on: February 27, 2016, 06:33:52 am »
Code: [Select]
GameEntity - Make sure to put the image in Images/NonSimEntities/
<root>
  <entity name="ZigzagPinkNonSim" category="NonSim" shader="Additive" image_name="ZigzagPink">
  </entity>
 </root>

BulletPattern
Note the use of the rotation tags
<root>
  <bullet_pattern name="NonSimTestPattern">
    <bullet speed="100" angle="0" shot_type="ZigzagPinkNonSim" non_sim_rotation_speed_rand_min="15" non_sim_rotation_speed_rand_max="180">
<wait time="10"/>
      <die/>
    </bullet>
  </bullet_pattern>
  </root>

System
The non sim pattern isn't a called through special pattern. It is called through non_sim_patterns or cue_non_sim_patterns. There may be other attributes that also use them, but I haven't used them. I think you can spawn them in normal special patterns and they are nonsims there, but I haven't tested that.
<root>
<system
name="NonSimTestSystem"
category="Weapon"
shot_type="CrossWhite"
damage_type="Ballistic"
attack_power="1"
fire_rate="1"
cue_time="0"
range_actual="600"
time_to_live="10"
shots_per_salvo="1"
shot_speed="100"
targeting_logic="Dumbfire"
image_name="Invisible"
firing_timing="AllTheTime"
initial_firing_delay ="0"
        non_sim_patterns ="NonSimTestPattern"
>
</system>
</root>
« Last Edit: February 27, 2016, 07:10:26 pm by ptarth »
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Misery

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Re: Rotation question
« Reply #16 on: February 27, 2016, 06:35:11 am »
And what mystical effect does that one accomplish?

Offline ptarth

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Re: Rotation question
« Reply #17 on: February 27, 2016, 08:43:21 am »
Nothing really. It just demonstrates the use and creation of a nonsim pattern.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Pepisolo

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Re: Rotation question
« Reply #18 on: February 27, 2016, 04:37:08 pm »
Code: [Select]
GameEntity - Make sure to put the image in Images/NonSimEntities/
<root>
  <entity name="ZigzagPinkNonSim" category="NonSim" shader="Additive" image_name="ZigzagPink">
    <hitbox radius="8"/>
  </entity>
 </root>

BulletPattern
Note the use of the rotation tags
<root>
  <bullet_pattern name="NonSimTestPattern">
    <bullet speed="100" angle="0" shot_type="ZigzagPinkNonSim" non_sim_rotation_speed_rand_min="15" non_sim_rotation_speed_rand_max="180">
<wait time="10"/>
      <die/>
    </bullet>
  </bullet_pattern>
  </root>

System
The non sim pattern isn't a called through special pattern. It is called through non_sim_patterns or cue_non_sim_patterns. There may be other attributes that also use them, but I haven't used them. I think you can spawn them in normal special patterns and they are nonsims there, but I haven't tested that.
<root>
<system
name="NonSimTestSystem"
category="Weapon"
shot_type="CrossWhite"
damage_type="Ballistic"
attack_power="1"
fire_rate="1"
cue_time="0"
range_actual="600"
time_to_live="10"
shots_per_salvo="1"
shot_speed="100"
targeting_logic="Dumbfire"
image_name="Invisible"
firing_timing="AllTheTime"
initial_firing_delay ="0"
        non_sim_patterns ="NonSimTestPattern"
>
</system>
</root>

I'll give this a test soon. Thanks!

Offline Pepisolo

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Re: Rotation question
« Reply #19 on: February 27, 2016, 06:44:36 pm »
I've tested, and now I understand this whole non-sim thing a bit better, thanks! :)

Offline ptarth

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Re: Rotation question
« Reply #20 on: February 27, 2016, 07:11:13 pm »
Great!
You can also do some interesting things with the Shader. But I haven't really spent any time on it.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.