Author Topic: [Solved] Controlling the speed of an explosion animation set from the X1.PCK.  (Read 3724 times)

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile

I'm trying to increase the speed that a weapon that uses a X1.PCK explosion animation can fire at, but at the moment the long animation has to finish playing before the next projectile can be fired.

Is there a way to increase/decrease the speed that an explosion's animation plays at?

I've tried using the explosionSpeed: variable on both the weapon and the ammo items, but so far I haven't noticed an increase or reduction in the animations speed.

Is explosionSpeed: only for bullet impacts and a different command is used specifically for X1.PCK based explosion animations?
« Last Edit: February 11, 2023, 07:09:24 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #1 on: October 21, 2019, 10:38:57 pm »
Is there a way to increase/decrease the speed that an explosion's animation plays at?

No.

Is explosionSpeed: only for bullet impacts and a different command is used specifically for X1.PCK based explosion animations?

Yes. No.

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #2 on: October 21, 2019, 10:58:08 pm »
That's disappointing.

On the plus side just being able to use custom explosion images is pretty fun.


I have an additional question:
Is there a method to control the size of the radius the explosion images occupy independent of the power: variable's value?

For example the effect in the attached screenshot is covering a large section of the screen, but the area being damaged is actually only blastRadius: 2.
« Last Edit: October 21, 2019, 11:01:03 pm by The Martian »

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #3 on: October 21, 2019, 11:07:32 pm »
This will be possible in some time, right now I moved explosion calculation before animation. With this I could even spawn animations on positions where explosion affected.

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #4 on: October 21, 2019, 11:24:34 pm »
I can see that being very useful for players trying to visually keep track of how many times a weapon like the flamethrower's auto-shot has struck the same tile.

OXCE keeps getting better.

Thank you both for your work.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #5 on: October 31, 2019, 12:08:37 pm »
Is explosionSpeed: only for bullet impacts and a different command is used specifically for X1.PCK based explosion animations?[/glow]

Since OXCE 6.1, explosionSpeed can be used for both.

Also, long chain terrain explosions will be sped up to maximum speed after 6 consecutive explosions.

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: Controlling the speed of an explosion animation set from the X1.PCK.
« Reply #6 on: November 02, 2019, 03:03:14 pm »
Thank you I'll update my copy of OXCE and make use of that feature.
« Last Edit: November 02, 2019, 03:35:37 pm by The Martian »