Author Topic: CEP2 Projectile questions  (Read 646 times)

Baaleos

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CEP2 Projectile questions
« on: August 15, 2012, 09:50:42 am »


               Does anyone have the formulae handy to work out the delay between launch and impact of the CEP2 Projectiles?


I created a new subrace in my Server, inspired by the fae in True Blood (tv series)

One of the powers they have is to shoot light blasts from their hands.

I found that the Bolt of Glory projectile visual effect from CEP works really well for this effect.

But...
I dont know what the formulae is to work out the delay.
So, im finding that the projectile hits, and then about half a second later, then the impact visual fires.

The current formulae im using is similar to the fireball one

Distance between target and caster \\ 21    (Fireball is 20)

If anyone has a list of formule - it would be handy if I could get a hint at what the proper formulae is for this projectile.
               
               

               
            

Legacy_The Amethyst Dragon

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CEP2 Projectile questions
« Reply #1 on: August 16, 2012, 10:30:57 am »


               Is the projectile a "spell projectile"?  Like the ball of fire flying out for a fireball spell?  Is it going to be sent out by a spell, feat, or spellcasting item?

If the answer is yes to any of these, you shouldn't really have to worry about the timing if against a single target at a time.  The spells.2da entry determines the projectile model used, and the impact script doesn't fire off until the projectile hits the target.

If the light blasts are from a feat, remember to add it to feat.2da (or is it feats.2da?  I can never remember).

If the light blasts come from a spellcasting item, you need a new entry in iprp_spells.2da, too.

(Admittedly, I have no idea what the "bolt of glory" visual effect looks like).

The delay in the fireball script is for spreading the effects outward from the point of detonation.  Not something needed for a single-target projectile-based spell.
               
               

               


                     Modifié par The Amethyst Dragon, 16 août 2012 - 09:32 .
                     
                  


            

Baaleos

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CEP2 Projectile questions
« Reply #2 on: August 16, 2012, 01:42:31 pm »


               Are you sure?
Because the code for Isaacs Greater Missile storm, explicitely does calculations based on distance to target, as well as adding in some Sine calculations etc - to account for the curve of the missile, and then this is used when applying the delay for the damage and impact effect.

I am firing this power via Playertool01 - unfortunately, Playertool01 is a power used by multiple subraces, with different purpose per subrace.
Essentially, to make the one feat, capable of doing different powers for different subraces etc

To do this, I needed to account for the lower level details, such as creating the projectile myself via visual effect - which is when the Bolt of Glory effect comes in - (from the visualeffects.2da attached to CEP2_Top hak)
I then delay the damage and impact blast, by x delay.
x currently being
float fDelay = GetDistanceBetween(oCaster,oTarget)/21.00;

This gets the impact and damage to be nearly in sync with the projectiles apparent impact, but it is still off by about half a second (the delay is about 0.5 seconds too late)

I could increase the delay to be
float fDelay = GetDistanceBetween(oCaster,oTarget)/22.00;

But it would just be guess work - I figured that the CEP Team - or whoever made the projectile visuals would have the formulae lying around.

I've hosted the visualeffects.2da here - incase anyone wants to look at it

Link

1564 HGVFX_CONE_GAZE_MIND F 0 vco_gazemind **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1565 HGVFX_CONE_GAZE_ODD F 0 vco_gazeodd **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1566 HGVFX_CONE_GAZE_SONIC F 0 vco_gazesonc **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1567 HGVFX_PROJ_BOLT_GLORY P 0 **** vpj_boltglory **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1568 HGVFX_PROJ_BRIMSTONE P 0 **** vpj_brimstone **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1569 HGVFX_PROJ_GLOBE P 0 **** vpj_globe **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1570 HGVFX_PROJ_ICESCREW P 0 **** vpj_icescrew **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1571 HGVFX_PROJ_IMPRISON P 0 **** vpj_imprison **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1572 HGVFX_PROJ_MAGEHAND P 0 **** vpj_magehand **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1573 HGVFX_PROJ_MARK_OF_THE_HUNTER P 0 **** vpj_markhunt **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1574 HGVFX_PROJ_CHROMATIC_ORB P 0 **** vpj_orb_chroma **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1575 HGVFX_PROJ_COLD_SPHERE P 0 **** vpj_otilcold **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0


The name / label - suggests that its used in Higher Ground -  Maybe Funkyswerve or another builder for that server could answer - if they know the answer?
               
               

               


                     Modifié par Baaleos, 21 août 2012 - 02:22 .
                     
                  


            

Legacy_The Amethyst Dragon

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CEP2 Projectile questions
« Reply #3 on: August 16, 2012, 05:14:29 pm »


               Ah, I see.  Didn't realize you were using a missile storm type thing as a starting point.  The method I mentioned is only really good for single-target/single-projectile spells.

If going the route I was thinking, it could be triggered by an instant feat, you'd just want it to do an ActionCastSpell sort of function to have the PC cast the desired spell in a customized spells.2da (based on the subrace).

If you're going pure script-based so as to not to use any haks other than CEP, your method does sound reasonable.  I would just do your normal delay calculation, but perhaps reduce it by 0.5 seconds after it does the division (if the delayed impact effects seem to be delayed by the same amount of time no matter the distance).
               
               

               
            

Baaleos

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CEP2 Projectile questions
« Reply #4 on: August 16, 2012, 05:21:45 pm »


               ok,
Well thanks anyway

I really do encourage people to have a look at the visual effects in the 2da posted above.
They are some hidden gems that arent greatly publicized
Red Lightning, Blue Lightning, Green Lightning,
All different color of fireball explosions etc
Time Stop effects with duration
Implosion effects that stand horizontal, and can accept a duration parameter - making them look like portals etc