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IDProjectCategoryView StatusLast Update
0000272Gameplay + OpenGL[All Projects] Featurepublic2017-02-16 11:05
ReporterXaser 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status resolvedResolutionno change required 
PlatformPCOSWindowsOS Version7
Summary0000272: "Scorch" property for railgun puffs
DescriptionUnlike 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.]
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Graf Zahl

Graf Zahl

2017-02-15 14:12

administrator   ~0000607

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.

Xaser

Xaser

2017-02-16 11:05

reporter   ~0000620

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]

Issue History

Date Modified Username Field Change
2017-02-15 09:47 Xaser New Issue
2017-02-15 14:12 Graf Zahl Status new => resolved
2017-02-15 14:12 Graf Zahl Resolution open => no change required
2017-02-15 14:12 Graf Zahl Note Added: 0000607
2017-02-16 11:05 Xaser Note Added: 0000620