Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Trylobot on August 19, 2012, 05:36:36 PM

Title: Projectile Scaling
Post by: Trylobot on August 19, 2012, 05:36:36 PM
Request a variable like "scaleMult" and "scaleDuration" in the projectile definition; it would cause the projectile, after being created, to scale up or down to a new target scale over the specified duration.

For example
  "scaleMult": 0.5,
  "scaleDuration": 1,
would cause the projectile to be scaled down to be half as big after one second had passed from its time of creation.
Title: Re: Projectile Scaling
Post by: Sproginator on August 19, 2012, 05:40:59 PM
Yay, my idea :P, i pretty much meant, start off small, get bigger, and allow you to change whether damage is greater over distance or less over distance
Title: Re: Projectile Scaling
Post by: Gaizokubanou on August 19, 2012, 05:44:46 PM
Does projectile size have any relation to its hit detection or is this purely visual?  Either way it would be cool but I'm sincerely curious because if it's the first, then that could be very interesting.
Title: Re: Projectile Scaling
Post by: Alex on August 19, 2012, 06:04:42 PM
Can you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?
Title: Re: Projectile Scaling
Post by: xenoargh on August 19, 2012, 06:07:30 PM
If we could get the scale during an OnHit() type of callin, we could do everything but the visual side of scaling the quad over time :)

Would also like to be able to do color shifts, maybe 3 RGBA over projectile life, that would add lots of visual options too :)
Title: Re: Projectile Scaling
Post by: Sproginator on August 20, 2012, 03:36:29 AM
Can you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?
It would allow for creation of wave blasts, Think about a swimming pool wave machine, a wave starts off thin and powerful and gradually expands outwards, losing its effect over distance, but you could add an option so that either it increases damage over distance, has the same damage or decreases damage over distance, sorry for the long reply I was asleep
Title: Re: Projectile Scaling
Post by: Sproginator on August 20, 2012, 03:38:43 AM
Does projectile size have any relation to its hit detection or is this purely visual?  Either way it would be cool but I'm sincerely curious because if it's the first, then that could be very interesting.
Yes, it's rather hard to explain this to, hit detection for a wave of energy would work by if it hits a ship, whatever part of the wave that hits it would disappear, but the rest keep going, like a nuclear bomb
Title: Re: Projectile Scaling
Post by: Trylobot on August 21, 2012, 03:34:27 PM
This would be used for any type of projectile that doesn't model some kind of solid, or cohesive mass. It would let us primarily do "gaseous" or "liquid"/"wave" type projectiles. It would have the mechanic of altering the hitbox for the projectile (which would imply altering its AI-perceived threat level, and make it accordingly more/less difficult to avoid). And to add sprog's suggestion would just need to include a "damageMult" that would also be applied over the duration.

Can you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?
Title: Re: Projectile Scaling
Post by: Sproginator on August 21, 2012, 03:37:28 PM
This would be used for any type of projectile that doesn't model some kind of solid, or cohesive mass. It would let us primarily do "gaseous" or "liquid"/"wave" type projectiles. It would have the mechanic of altering the hitbox for the projectile (which would imply altering its AI-perceived threat level, and make it accordingly more/less difficult to avoid). And to add sprog's suggestion would just need to include a "damageMult" that would also be applied over the duration.

Can you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?


Exactly, For instance, You could (In theory) Create your own "fake" nebulae, using the Impact number as a way to apply friction to ships, hehe :D
Title: Re: Projectile Scaling
Post by: Thaago on August 21, 2012, 07:32:12 PM
A fake nebula projector would actually be a pretty interesting support weapon! Being able to deny the speed bonus to large ships could really help protect a flank or carriers.
Title: Re: Projectile Scaling
Post by: Sproginator on August 22, 2012, 12:05:02 AM
A fake nebula projector would actually be a pretty interesting support weapon! Being able to deny the speed bonus to large ships could really help protect a flank or carriers.
Indeed, you see, this feature would offer amazing new tactics and an epic modding opportunity