Comments (21)
What you are looking for is Armament>LocalOffset.
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Line (contrail, laser) widths have been readjusted since in upstream and the fallback default ended up being scaled with cellsize, which due to RA2 having huge tiles compared to say RA1 ended up wider as well.
Also, Desos never had their RA2 effect, because that one is a sinus wave and not a line.
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maybe I have something confused. probably baffled me that before this wave has a different color
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That would be better if we change color of it to green as a start. Purple looks too unreleated.
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Upstream does not have paletted line rendering yet so we cannot remap the line drawn, so there is no point changing it yet.
@abcdefg30 what is the bug here?
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The Desolator's beam wasn't remappable, but green - https://github.com/Phrohdoh/oramod-ra2/blob/master/extra-files/rules.ini#L752. Both the width and colors are bug.
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Generate a sine wave and pass the world-space points to WorldRenderer.ScreenPosition then those float2
s to the RgbaColorRenderer.
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WIP:
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With my Railgun PR in bleed, I think I have a good chance of getting the sine beam into upstream, too. The code won't be too different. (I made the railgun code FROM the sine beam)
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I've tried to implement this using the Railgun code. I had to modify it a bit in terms of offsets / using only the sine beam etc. I am unsure though whether I should submit a PR with it, since this mostly a copy paste of the Railgun / RailgunRenderable code.
And a vid:
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We already have a working Sinus Beam rendering written by forcecore in RV, tho looking at this Railgun projectile looks pretty cool too.
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For the record: the RV Radbeam is indeed forcecore with a few style updates/cleanup here'n'there.
https://github.com/AttacqueSuperior/Engine/blob/master/OpenRA.Mods.AS/Projectiles/RadBeam.cs
https://github.com/AttacqueSuperior/Engine/blob/master/OpenRA.Mods.AS/Graphics/RadBeamRenderable.cs
If you managed to clean up beyond, do. if you don't then mix the two, and do it thenafter. The RA2 repo ends up better with either.
@MustaphaTR TBH, I'm fairly sure that rendering is doable with RV/AS radbeam though, just use small Amplitude and Wavelength - like 256/64 or so.
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Oh I didn't think of checking any forks first. That one by forcecore seems to work pretty much the same, except that it also tracks the target. Though I wasn't able to make the beam go from the desolator's weapon to the target without cs code changes, atm its rendered at the unit's feet (Found out about openra just a couple of days ago, so maybe I am missing something in the rules file).
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@MustaphaTR thanks, that's exactly what I've been looking for.
I'm not sure how to handle it from now on tho. Should I submit a PR with that, even though the code is basically from the AS repo?
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Yes, go ahead and do a PR. There are other traits that are on AS which are already on RA2.dll too.
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There is a $5 bounty on this that can (hopefully still?) be claimed before the timer expires at the end of the month.
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Pinging @forcecore who was the original author of the code I submitted.
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Uhmm I'm not sure whether I should take the bounty, even if I did, I'd donate back to some other bounties anyway like the unit waypoint visualization bounty.
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If you don't take the bounty, BountySource will collect it as unclaimed and it will be lost.
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I can't find the bounty, searching for deso, desolator, beam didn't yield any results. I guess it is gone.
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https://www.bountysource.com/issues/29931106-desolitor-shot-have-not-original-weapon-rendering
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