Whilst poking around in the scripts, I noticed something that I think we might be able to use to set the bullets to use absolute speeds, rather than percentages of the default speed. I assume th15 made it this way as there was no resource on the default speeds, and thus nothing to compare them to. At least if they're a percentage you can't make things too silly, right? Wrong, as stringhacking proved.
Now take in mind I'm not sure exactly what speed translates into*, and this change would make a lot of speed-modded weapons nigh-useless until their speed values are fixed to be absolute rather than percentage, but it would give much more precise control, which could really help synching up projectile weapon speeds for more advanced projectile weapons, as well as allowing slow projectiles to be speeded up to pace with other projectiles.
* I believe it's pixels per frame.
Pros:
Much better, finer and more accurate shot speed control over percent-based.
Cons:
Will make all old speedmodded weapon shots go hilariously fast.
Fiddling With Projectile Speeds
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Fiddling With Projectile Speeds
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Re: Fiddling With Projectile Speeds
Veddy gutArcalane wrote:Pros:
Much better, finer and more accurate shot speed control over percent-based.
Hmm, I don't seem to see the problem. Maybe we can figure out something for bullet sprite stretch or scaling that works with bouncing aegis shots, or just have aegis more likely to just absorb the shot on impact at higher speeds or longer y-scale?Arcalane wrote:Cons:
Will make all old speedmodded weapon shots go hilariously fast.
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Hmm, I wonder if shot speed can have a small (or settable) random variation? That would be interesting for rapidfire guns with more spread or burst. I can also imagine slow-firing single-shot guns with big damage wouldn't want more than minimal sets on this variable, particularly in the case of a long-range gun.