Maybe... It could have also something to do with some modifications done to arrow flight path. But as we've seen that particles have behaved strangely lately, I'll wait with modifying particle values. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword."
So either we implement physichs for particles and redo ALL particles so that they work more realistic OR we just disable the one line in code and keep particles an exception of the physichs engine. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword."
Particles like arrows should be slowed by air resistance, but it is too much.
Particles that are like rays (lightning, etc) should not be affected by the air.
Particles like smoke should have buoyancy, and rise up naturally.
However, there is not enough info in the particle definition files to tell the difference. When I set it up properly for arrows, the spell effects are messed up...
Joined: 28 Oct 2007 Age: 17 Posts: 4164 Location: Midwestern US
Posted: Sun Mar 23, 2008 1:55 am Post subject:
bgbirdsey wrote:
The problem is that air friction is turned on for particles, so they will eventually stop moving.
Good news: this can be turned off by one line of code!
Yeah. Some things it's nice to have it for, though.
For example, if you use the AzureFlame spewer (or really any magic launching thing, I'd assume) on the Goblin Wing (or, again, probably any flying mount... which... there really aren't many of), it creates these supercool "holes of death." _________________
+ PurpleSquerkle
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