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Water arrow splash falls through brushes


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#1 R Soul

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Posted 02 August 2017 - 06:49 PM

I don't know if this is a bug or just a thing we have to live with, and if in Dark Radiant we can do anything about it:

 

While trying out ways of building spiral stairs I noticed that the splash effect from a water arrow fell through the the stairs and put out the torch on the level below (the equivalent of falling though the floor to the room below).

 

There will be ways of positioning torches to prevent this sort of thing (not lining them up in the top view, having a good height difference etc), but I think it's quite reasonable to expect the splash not to fall through the floor. Is there any special brush or model (or other technique) that stops effects like this?

 



#2 grayman

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Posted 02 August 2017 - 07:25 PM

No.

 

Particle effects don't understand brush boundaries.

 

I did some work years ago to prevent the gas particle effect from passing through these boundaries and gassing AI and flames on the far side, to increase realism.

 

It was a lot of work.

 

I had intended to address water particles as well, but I never did the work.

 

The best you can do is to not place flames below other flames on upper floors.



#3 Obsttorte

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Posted 03 August 2017 - 03:05 AM

The water arrow result creates a stim that exists for 1.2 seconds and moves downwards at 150 doom units/second. Its radius is 24 doom units. This means (in theory), that you can turn out a flame at the level below the floor you are currently standing on, if the distance between the floor and the flame is smaller then 150*1.2+24=204 doom units.

 

You could try to alter the waterarrow definition to change that behaviour. You'll find it under def/tdm_weapon_waterarrow.def. Copy that to your fm folder (in def folder) and change the entityDefs for atdm:result_arrow_waterarrow as well as for atdm:result_arrow_waterarrow_holy (the latter only if you use holy water in your mission).

entityDef atdm:result_arrow_waterarrow
{
    "inherit"            "atdm:result_arrow_base"

    // parametric particles -- temp
    "model_dud"            "waterarrow.prt"

    // water splash
    // placeholder D3 sound for now
    "snd_dud"            "arrow_water_impact"
    "sprS_dud"          "arrow_water_impact"

    "copy_bind"            "0"

    //warning: changing remove_delay cuts the particle off in mid-animation!
    "remove_delay"        "3"
    
    "sr_type_1"                    "2"        // STIM_WATER -> script/tdm_stim_response.script
    "sr_radius_1"                    "24"        // Radius in Doom 3 units
    "sr_velocity_1"                    "0 0 -150"    // units per second
    "sr_falloffexponent_1"            "2"
    "sr_duration_1"                "1200"        // stim duration 1200 ms
    "sr_time_interval_1"        "100"        // stim check is made roughly every 100 ms
}

sr_duration_1 handels the duration of the stim. Decreasing that should do the trick. You could also change the velocity, but than the stim might not be synced with the particle effect anymore. Unless you are aiming to create your own partice, you probably don't want that.

 

Hope that helps :)


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#4 Bikerdude

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Posted 03 August 2017 - 06:22 AM

Particle effects don't understand brush boundaries.

I thought SteveL mostly fixed this? because glares and fox effects dont for the most part do that any more.



#5 Darkness_Falls

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Posted 03 August 2017 - 11:13 PM


entityDef atdm:result_arrow_waterarrow
{
    "inherit"            "atdm:result_arrow_base"
etc...

 

Does something in the above control how many cycles of splashes the water arrow releases upon impact (like, maybe "sr_type_1" field)? Seems like it is going through two cycles for me, I'd like it to be one...


Edited by Darkness_Falls, 03 August 2017 - 11:14 PM.


#6 Obsttorte

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Posted 04 August 2017 - 02:06 AM

The number of cycles is defined in the particle file.


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