Jump to content
The Dark Mod Forums

FX System


Dragofer
 Share

Recommended Posts

@graymanNo, I'm not aware of anything dedicated specifically to the fx system on the wiki. I've just written this not long after seeing that the security camera code looks for "fx_damage" and "fx_destroyed" spawnargs (which don't exist in the current entityDef).

Several search functions later it turned out that several other entity types also have code to trigger fx in specific situations (like the "fx_collide" spawnarg on moveables), and that only very few fx exist so far across core assets and all FMs. The main one is thunder.

The iddevnet article will pass as documentation until we have the fx system wikified.

Link to comment
Share on other sites

Wellingtoncrab wrote about his experiences with fx on Discord, reposting it here so it doesn't get buried:

Quote

The fx system does seem like it has a lot of potential. Couple of hurdles I ran into messing around with writing one is I couldn't find any success with setting  the "restart" keyword to 1 actually making the fx action loop in game - the would only ever play once. There is a "repeat" spawn arg you can put on the func_fx entity which does make it loop at a fixed interval, but once the fx was triggered I couldn't get it to then turn off when targeted from a switch like separate speakers/emitters/lights would. I think I might still be too lizard brained for this one.

Looks like there are some flaws in the system. Would be good to know what they are, maybe they can be fixed. Making the func_fx repeat at random intervals and stop repeating when triggered is probably something I can do.

Link to comment
Share on other sites

Looking at the c++ code the restart only seems to set a new delay and set the time to the current time then continue is called to go to the top of the for loop.

if ( fxaction.restart ) 
{
    if ( fxaction.random1 || fxaction.random2 ) {
    	totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1);
    } else {
    	totalDelay = fxaction.delay;
    }

    laction.delay = totalDelay;
    laction.start = time;
}

continue;

perhaps this continue triggers when restart is used? Is called before the code above in the for loop

//
// see if it's delayed
//
if ( laction.delay ) 
{
	if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) 
	{
		continue;
	}
}

The logic that I read in that is, if the amount of time that passed, is less than, total of delay, don't do the FX effect.

So if you want to restart the effect, you set delay to zero?

Also looking at the Doom 3 fx files, I have yet to see one, where restart is set to 1, could be a unfinished feature, why, because all Doom 3 fx effects that I saw, seem to be a do once forget effects, mostly used for the monster teleport/spawn effect.

Also searching through all the Doom 3 scripts the only place where startFx() is used is in the ai_character.script and ai_monster_base.script, again only for the teleport effect. 

Edited by HMart
  • Like 1
Link to comment
Share on other sites

I've used FX before: the priest in ITB has a melee attack involving a hammer of holy fire, which briefly spawns a dynamic light. I agree the system is surprisingly little used.

One of my ideas (inspired by the footprints in Down By the Riverside) was for an invisible monster that would leave decal footprints via frame commands for FX bound to the foot joints. I ran into a minor drawback when I discovered the decal command applies a random rotation, so it would have to be a generic blob instead of a footprint shape. But with a big blob, and some sparks, and maybe a screen shake, I think it could still be effective.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

iddevnet.com has gone down at long last, so anyone wanting to learn about the FX system has the following options until we have our own documentation:

Use the Wayback Machine:
https://web.archive.org/web/20200613234848/https://www.iddevnet.com/doom3/

Download the website as a .zip from moddb:
https://www.moddb.com/downloads/iddevnet-archive

Download the website as a .zip from the TDM server:
http://ftp.thedarkmod.com/backup/iddevnet.zip

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recent Status Updates

    • Nort

      Spent most of the day learning and writing about AI navigation. It's stuff I already know, but the magic about writing something down as clearly formulated as possible, is that you then see things that much more clearly. You also find what's unclear to you, and then you figure out exactly how things work. I was hoping to get through it all within just a day, but it looks like this will take tomorrow as well, at this rate. There's also plenty of other nonsense I have to get through as well. Everything's a chore.
      · 0 replies
    • Nort

      I want to be a fish, but I'm not a fish. My mom wants to be a fish too, and so she's killing herself eating plankton and sh***ng blood, and tells me to stop nagging her about taking her medication. I spent several hours today, just lying in bed, having anxiety over just existing, and not being a fish. You fish, you don't know how lucky you are. You can eat all the plankton you want. I tried eating plankton again yesterday, and I just got sick. I hate being a shark.
      · 0 replies
    • Nort

      I just gave myself vertigo. A pleasant kind of vertigo, like the world has been lifted off my shoulders. I'll explain:
      Yesterday I saw to my dismay, that I had made my entire map two - two - units too short on every level - that every set01 piece was sticking 2 units into the ceiling. That's basically 402 brushes that needs to be realigned (minus the ground floor brushes).
      I knew enough about selections to do all of that in a very tense five minutes, and it compiled without leaks. (Thank you so much, Dark Radiant devs, for making an editor with such care for precision that you can align hundreds of brushes perfectly at once (which is not something I can say for Valve's Hammer editor, which has some serious issues on that front, which actually made me just quit it in disgust).) However, the result is that the entire level has now been stretched a barely noticable 2 units, and it will take some getting used to psychologically.
      · 0 replies
    • Nort

      My workflow is basically running from a chain of disasters, eventually trying to seek shelter in former disasters. It's not ideal - it's just my life.
      When I abandoned my first map, it was out of a typical mental breakdown, and so I returned to find a skybox void where the kitchen door should have been (due to a misplaced visportal) and two overlapping brushes Z-fighting on the kitchen floor.
      I've now cleaned up the last bit of mess, by cleanly separating every floor into its own layer. Now I can finally work on each floor in peace.
      ...not that I really needed to. Once you get skilled enough, the orthographic messes, well, I'll let this video speak for itself:
       
      · 1 reply
    • Nort

      Beams, beams, beams...
      Support beams, and cross beams, and then beams to fixate the support beams to the cross beams. The more beams you have in a map, the better. There's walls, floors and ceilings, but the rest of the map is pretty much just beams. Beams makes a thief happy.
      · 0 replies
×
×
  • Create New...