View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000272 | Gameplay + OpenGL | [All Projects] Feature | public | 2017-02-15 09:47 | 2017-02-16 11:05 |
Reporter | Xaser | ||||
Assigned To | |||||
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | resolved | Resolution | no change required | ||
Platform | PC | OS | Windows | OS Version | 7 |
Summary | 0000272: "Scorch" property for railgun puffs | ||||
Description | Unlike hitscans, setting the "Scorch" property on a railgun puff does nothing. Would be super-handy if we could use it to control puffs on a per-attack basis. Use case: I'm overlaying multiple rail attacks to achieve a certain effect (partial piercing), and there's currently no way to tell just one of the attacks to leave a scorch, so I get ten or so scorches overlaid. Yuck. :P [There's likely an extensive list of things that were implemented for hitscan puffs for which equivalent railgun code was never written, but I'm not at a place time-wise to do a full audit.] | ||||
Tags | No tags attached. | ||||
You can already do that, but the puff must have the FORCEDECAL flag. For obvious reasons this cannot be changed now, even though the behavior is different than for normal hitscans. |
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Good to know! I'll add a note on the wiki for other folk. [Also, why the fook did I forget the name of the "Decal" property? "Scorch" is a value, not a name :P] |
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