Data Realms Fan Forums
http://45.55.195.193/

MOSParticle Animation Problem
http://45.55.195.193/viewtopic.php?f=1&t=18456
Page 1 of 1

Author:  dragonxp [ Tue Apr 13, 2010 12:50 am ]
Post subject:  MOSParticle Animation Problem

Well, i've stumbled onto a problem which i do not know what to do.
Whatever i do, the animation on a MOSParticle is fixed, even if i put

SpriteAnimMode = 1
SpriteAnimDUration = [100,200,600,10000, Doesn't seem to make a difference.]


Any Suggestions?

Author:  Grif [ Tue Apr 13, 2010 2:16 am ]
Post subject:  Re: MOSParticle Animation Problem

MOSParticles are terrible at animating. They are hardcoded (as near as I can tell) to animate across lifetime.

Believe me, I've even tried to get them to animate using forced lua code, and it just doesn't happen.

Author:  Joe [ Tue Apr 13, 2010 2:24 am ]
Post subject:  Re: MOSParticle Animation Problem

While this THEORETICAL method might not work and will most definitely lag, you could try making a lua script that analyzes the MOSParticle's last velocity and position, and then swaps it out with a different particle (the next stage in the animation) of the same velocity at the same position as the last one, but to simply do this over time intervals.

Just a thought...

EDIT: I actually think I'm going to try that now, that sounds intriguing!

Author:  Grif [ Tue Apr 13, 2010 3:08 am ]
Post subject:  Re: MOSParticle Animation Problem

Actually, that's, uh, not a bad idea, Joe.

You could do it in a much simpler way with mostly .ini; just have the particles gib into the next frame with inheritsvel with no added velocity. Then use a lua based timer to force gib after the correct time delay.

Author:  Geti [ Tue Apr 13, 2010 3:20 am ]
Post subject:  Re: MOSParticle Animation Problem

wouldn't it be just as easy to have a MOSR with GetsHitByMOs off and a custom 1px atom? you could keep it constantly oriented vertically with some easy lua.

Author:  Grif [ Tue Apr 13, 2010 3:33 am ]
Post subject:  Re: MOSParticle Animation Problem

Yeah, but MOSRs can't glow.

Author:  Joe [ Tue Apr 13, 2010 4:06 am ]
Post subject:  Re: MOSParticle Animation Problem

And how would you add a color changing trail to an MOSR? Correct me if I'm wrong, but you can't actually attach a MOPixel to an MOSR, simply have them emitted/created at the same time and place.

Author:  Joe [ Tue Apr 13, 2010 4:39 am ]
Post subject:  Re: MOSParticle Animation Problem

I somewhat got it working. Pass this along and see how it can be improved.
Attachment:
File comment: Complete with fully annotated lua. The gun file is in the ACTORS folder (grafted onto the Blast Test Dummy) and not the Devices folder
test.rte.zip [8.38 KiB]
Downloaded 149 times

Author:  dragonxp [ Tue Apr 13, 2010 4:59 am ]
Post subject:  Re: MOSParticle Animation Problem

Thanks for the replies, looks like i'll have to do it with lua.

Author:  Geti [ Tue Apr 13, 2010 5:14 am ]
Post subject:  Re: MOSParticle Animation Problem

Joe wrote:
And how would you add a color changing trail to an MOSR? Correct me if I'm wrong, but you can't actually attach a MOPixel to an MOSR, simply have them emitted/created at the same time and place.
You can have trails on MOSParticles now? Or am I missing something crucial about the requirements of this's implementation. If you needed glows you could use an AEmitter instead of a straight MOSR, and have the glow on the flash, or do the boring old "glue a nothitting veryshortlifetime glow to yourself and have its age reset each frame". I'm not saying the recreating MOSParticles thing is invalid, I'm just wondering why being able to do self.Frame = and have is work is less crucial than glows and trails (do they work? cause setting the trail on atoms in an atomgroup doesnt work..)

Author:  PhantomAGN [ Tue Apr 13, 2010 6:18 am ]
Post subject:  Re: MOSParticle Animation Problem

This is pretty obvious self-promotion, but I made a simple framework-y thing for animating things by swapping through things you spawn. I wanted to animate glows, so that's what it does -- this is pretty intensive at it turns out, so it can look jagged when in motion or on a slower machine.

viewtopic.php?f=73&t=17465

I hope that's even moderately helpful.

Author:  dragonxp [ Wed Apr 14, 2010 12:53 am ]
Post subject:  Re: MOSParticle Animation Problem

Ok since Grif said Lifetime, I'm assuming he meant the variable which dictates how long it stays.
Upon experimenting, I decided a 1000 lifetime would be suitable. However it was still a little slow.
So, i tried adding around 6 more frames, and luckily, it worked at an adequate speed.

Thanks guys.

Author:  lafe [ Wed Apr 14, 2010 1:05 am ]
Post subject:  Re: MOSParticle Animation Problem

Joe wrote:
While this THEORETICAL method might not work and will most definitely lag, you could try making a lua script that analyzes the MOSParticle's last velocity and position, and then swaps it out with a different particle (the next stage in the animation) of the same velocity at the same position as the last one, but to simply do this over time intervals.

Just a thought...

EDIT: I actually think I'm going to try that now, that sounds intriguing!


i was just thinking about doing that with glows in English class today!

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/