[REL][Client] PA:T | More Pew Pew

Discussion in 'Released Mods' started by dom314, July 12, 2015.

  1. dom314

    dom314 Post Master General

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    This client-side effect mod serves two purposes. One is to make all the vanilla effects - which are sometimes a bit hard to see - really bright and colorful. I also want it to be easy to determine what is shooting you if all you can see is the projectile trails. The result is a mod that changes all ballistic weapons to have brighter, more lasery, more pewy effects. :p

    This mod is for PA:Titans. It doesn't completely break if you use it for classic, but you may get some inconsistencies. You can get the classic version here.

    Here is a bit of a look at what the mod does, details follow:

    (Note that this video is not entirely up to date, but it is close enough)

    Color is used to signify damage/threat. Damage levels are arranged as follows:

    red < orange < green < blue < violet

    Please note that this is only a guide, and although it is usually true that a unit with a red projectile will do less damage than one with a green one, colors are used more to make unit projectiles unique and easy to identify. The hope is that with a bit of practice you will always know what units are firing at a glance.

    The following is a list of all the affected units:

    Commanders:
    • All three commander weapon variants get a special effect.
    Bots:
    Vehicles:
    Air:
    Naval:
    Defences:
    Now on PAMM! Happy laser fights!

    <3 dom

    EDIT: I was so tired when I made this I forgot to mention; thanks to all the people who gave feedback and helped shape this mod! You can view that process in the Work In Progress thread here.

    I am still open to tweaks and such, so let me know what you think.
    Last edited: November 13, 2016
    huangth, eagle722, elodea and 10 others like this.
  2. dom314

    dom314 Post Master General

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    Change Log:
    1.5.1 - 20/10/18
    - Updated for build 112176
    1.4.2 - 26/11/16
    - Actually updated for compatibility to the Legion mod.
    1.4.0 - 16/11/16
    - Updated for compatibility to the Legion mod.
    - All weapon effects now have a strategic dots that appear when zoomed out.
    1.2.4 - 09/1/16
    - Updated for build 89755
    - Bolo renamed to Ant

    1.2.0 - 21/10/15
    Kestrel:
    - Added sparks to muzzle flash
    Dox:
    - Added sparks and tweaked muzzle flash color
    Slammer:
    - Added sparks to muzzle flash
    - Made muzzle flash slightly smaller
    Ant:
    - Fix side lights
    - Added sparks to muzzle flash
    - Shorten projectile trail a bit
    Drifter:
    - Added sparks to muzzle flash
    Leveler:
    - Added muzzle sparks
    Sheller:
    - Tweak projectile trail to have a orange-red tinge as a secondary color
    - Add smoke skirt to weapon fire event
    - Added sparks to muzzle flash
    Ares:
    - Added effect for main cannon (muzzle flash, bullet trail, explosion)
    - Side cannon effect (muzzle, bullet trail, and explosion (a bit simplistic at the moment))
    - Hover effect is now consistent with other hover units (no longer team colored, neon blue color instead)
    Kaiju:
    - Added sparks to muzzle flash effect for main and side cannons
    - Slightly increase length of the main cannon projectile trail
    Narwhal:
    - Added sparks to muzzle flash
    - Muzzle flash slightly smaller
    Orca:
    - Added sparks
    - Projectile trail is slightly shorter
    Pirahna:
    - A bit of sparks to muzzle flash
    Leviathan:
    - Sparks and smoke added to the muzzle flash
    - Projectile hit effect radius reduced by a small amount
    Stingray:
    - Missile trail slightly shorter
    Holkins && Pelter:
    - Added muzzle particles with smoke and sparks
    Catapult:
    - Tweaked muzzle smoke puff to be pink to match the tactical missile smoke puff to be pink to match the tactical missile
    1.1.6 - 5/9/15
    - Added effects for the Kaiju (t2 hover ship)
    - AA missile trails are now a smidge longer (the intent is to increase visibility a bit)
    - Tactical Missiles launched by Bluehawk, Stinger, Kraken, Catapult, and Hornet have been updated. (they are now pink (or blue) to reflect damage)

    1.1.5 - 24/8/15
    - Added effect for drifter
    - This mod is now for PA:Titans, PA:Classic version
    1.1.2 - 20/8/15

    - Small fix for sniper bot effect to be compatible with both PA and PA:T
    - Fix hit effect as well

    1.1.0 - 01/8/15
    - Updated for build 86422 (TITANS build)
    - Unit names updated to match new localisation format
    - Selection boxes(circles) fixed to be the same size as vanilla
    1.0.3 - 01/8/15
    - Updated for build 85138 (asteroids build)
    - Dox projectile trail effect, tweak color to be a bit more red

    1.0.2 - 30/7/15
    - Naval trails has been updated to play nice with this mod!
    1.0.2 - 26/7/15
    Bolo:
    - Trail is a bit smaller
    Pelter:
    - Trail has a more blue accent color
    - Middle trail is thinner
    Sniper:
    - Trail is less red than it was before
    - Muzzle flash is larger and more prominent
    - Added recharge effect
    1.0.1 - 14/7/15
    - Increase priority so that XPlosion and CPlosion don't override my effects. (Note that this will make Naval Trails not work for some boats fixed)
    Last edited: October 23, 2018
  3. MrTBSC

    MrTBSC Post Master General

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    so managed to play a bit with it ( until disconnect -_-)

    so personaly i am just not a fan of the green shellcannon effects but prefer green color rather for beams or plasmacannons
    t1 tank projectiles are too big

    dox, grenadiers and infernos look pretty good as well as orcas so far ...

    will test more later when i get to it ...



    one suggestion
    since you work on commanders
    can you also change the ubercannon effect from the commander and vanguard differentiating them?
    i like the commander weapon effects from the video
    Last edited: July 20, 2015
  4. Quitch

    Quitch Post Master General

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    If Naval Trails is set higher will that break some of Pew Pew?
  5. dom314

    dom314 Post Master General

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    Yes, but only the muzzle flash. So the weapon trails and hits would still be okay, but you will see the vanilla muzzle flash instead.
  6. dom314

    dom314 Post Master General

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    Hi @MrTBSC,
    I'm not sure what you mean of the green shellcannon? Is that the pelter?

    I think I actually might make them a smidge smaller, I have a similar feeling.

    Thanks!

    I will think about it.

    I noticed you also commented on my youtube videos, so I will summarise those comments here:
    Pelter: maintrail should be a bit thinner imo
    I concur, but the change will probably be small and harder to notice

    Holkins: yeeaaaaapp THAT looks like pain
    xD

    Gunship and Dox: reminds me a bit of the defiant cannon effect from star trek deep space nine
    Umm, don't know that show sorry xD

    Leviathan: YAY GAUSSRINGS \ ^_^ /
    GAUSSRINGS!!!

    Piranha: uh wow that looks actualy pretty badass
    thx

    Sniper: hmmm ... something is missing here .. but not sure what ...
    I am not sure either. *shrugs* something may come to mind later I guess. Let me know if you think about anything.

    Narwhal: personaly not quite satisfied with this one ... but still good ..
    Anything particular that you don't like about it? I put a bit less effort in this one than I have the others. Is it the fact that it is green? xD

    Bolo: yea not a fan of the green coloring and the shoots are just too big ...
    Unfortunately, I realllly like the green xD, but I can make it a bit smaller, so I will give that a go.

    Orca: yupp ... hit the nail with that one :)
    Thanks! The video version is a bit outdated, I hope you like the in-game ones even more!
    Last edited: July 20, 2015
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  7. rivii

    rivii Well-Known Member

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    for the sniper bots it might be interesting to make the muzzle flash a bit over the top to compensate for the simple beam (which is nessesary to be simple) Maybe a gauss ring with a bigger flash so that it shows that it is firing a very high velocity protectile
    dom314 likes this.
  8. cdrkf

    cdrkf Post Master General

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    +1. Also due to the slow rate of fire, is it potentially possible to have a *build up* effect for the sniper (so for a couple of seconds before the shot actually fires a glow accumulates around the gun to show a large energy build up)? It might not be possible but just a thought.
    rivii likes this.
  9. dom314

    dom314 Post Master General

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    Well, there is no about-to-fire event, just the fired event. So I can only do some flashy charge-down cycle at the end.
    cdrkf likes this.
  10. cdrkf

    cdrkf Post Master General

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    To be honest that could work as well, especially as you can have long life particles now). It would mean that the 'charging' effect only occurs after the first shot (although I doubt anyone would notice).

    I guess what you'd have to do is using the 'fired' event, create a subtle glow that grows over time until the gun fires again- it would give the impression it's charging up (even though it's technically a post fire effect)?
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  11. dom314

    dom314 Post Master General

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    I can cheat, by making a charge effect that lasts four seconds. That way it will look good when the unit is firing as often as it can. But that will look odd when the unit is firing only some of the time.
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  12. rivii

    rivii Well-Known Member

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    why would it look odd? if the animation stops at 4 seconds tan when the last shot is fired the anim will still stop after 4 seconds. leaving the sniper bot without particles but all charged up. It's a matter of perspective how you look at it :p

    It charges up before firing, but does it have to be fired right away? or can the sniper bot charge up, hold the charge and release it at will.

    Think a bit about lore in regards to the units. How do they work. what machinery and mechanisms do units use. It will make comming up with effects and how they should look a bit easier :)
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  13. cdrkf

    cdrkf Post Master General

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    Yeah @dom314 I think that could work well, if you have time any chance to test it out?

    Also didn't Uber just add the 'infinite' particle lifetime option by setting the time to -1? Could you create a particle effect that is permanent until cleared (with the 'clear particle' option being at the start of the firing effect)? That way the sniper would walk around with it's weapon primed and ready to fire when nothing is in range which could look nice :)
    ace63 likes this.
  14. dom314

    dom314 Post Master General

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    That's just it, there is no way to use another event to clear the particle, so if I used the infinite lifetime emitter thingy it would just stack on the more a bot fired. What I can do however is a charge effect that right before the end seems to go 'silent' before shooting. Kinda like a bomb that does an implode, pauses for dramatic effect, and then explodes again.
    cdrkf likes this.
  15. cdrkf

    cdrkf Post Master General

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    Ah nice, that should work :)

    Sounds like a couple more functions could be nice though... @bgolus, @jables any chance of a pre fire effect trigger and possibly a 'clear effect' function for the particle system to accompany the nice new infinite particle option?
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  16. bgolus

    bgolus Uber Alumni

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    Effects spawned via the events are fire and forget; they don't really know what they are after they've been created.
    Effects spawned via the fx_offsets are tracked and enabled / disabled by the state they are hooked to. That plus killOnDeactivate would let you use infinite particle lifespans.
    However, there's no pre-fire state to hook to that the client knows of.

    Also, infinite lifespans crash beams right now ... and infinite lifespans aren't actually infinite, they just last for a few billion years. ;)
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  17. crizmess

    crizmess Well-Known Member

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    This is totally fine, since all systems storing time as 32 bit integer may need a reboot before Tuesday, 19 January 2038.
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  18. cdrkf

    cdrkf Post Master General

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    If your running Windows requiring a reboot is unlikely to be an issue :p
  19. cdrkf

    cdrkf Post Master General

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    Well we're proposing creating a particle effect for the gun muzzle that builds up and stays put until the gun fires, so the lifetime particle wouldn't be applied to the beam effect, so does that mean it should work?
  20. bgolus

    bgolus Uber Alumni

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    Muzzle flashes are events, so they'd just stack up and there's no state to hook to for fx_offset related to weapons firing to fake "charging". It's plausible if the weapon used ammo (the blue bar), but the sniper does not, and there's not currently anything setup on the effects system to hook to that.
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