Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Fire-type entities appear to have, in Klonan's words, "some weird hardcoded movement of the explosion". That is, the fire always "rises up out of the ground", mushroom-cloud style, which for entities which are not supposed to represent fire looks very silly.
https://i.imgur.com/sJYlwX6.mp4
Can we get some property in the prototype to disable that, or even better, choose some sort of "start animation" from things like fade in and the current one? That is, a string property called something like "start_animation" with values like "rise-from-ground", "fade-in", "none", and whatever else you think is worth doing.
https://i.imgur.com/sJYlwX6.mp4
Can we get some property in the prototype to disable that, or even better, choose some sort of "start animation" from things like fade in and the current one? That is, a string property called something like "start_animation" with values like "rise-from-ground", "fade-in", "none", and whatever else you think is worth doing.
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
How come you're using the fire entity for what looks like a smoke effect instead of the smoke entity?
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
No, it does not. This smoke doesn't move at all:
Code: Select all
data:extend{{
type="smoke-with-trigger",
name="test",
affected_by_wind = false,
movement_slow_down_factor = 0,
color = {r=1,g=1,b=1},
animation= {
filename = "__base__/graphics/entity/lab/lab.png",
width = 98,
height = 87,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 1.5),
hr_version =
{
filename = "__base__/graphics/entity/lab/hr-lab.png",
width = 194,
height = 174,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 1.5),
scale = 0.5
}
}
}}
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
There is fade_in_duration on fire prototype already. Setting it to 0 will make it not rise.
If you don't need it to deal damage, or to use any special behavior of the fire entity (like it's unique "rising flames" animation, lol), using trival smoke will be performance win even if you need to create several smokes to achieve the same visual effect.
If you don't need it to deal damage, or to use any special behavior of the fire entity (like it's unique "rising flames" animation, lol), using trival smoke will be performance win even if you need to create several smokes to achieve the same visual effect.
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
That was the first thing I tried. It still rises.
I do need it to do damage; in fact, that is its primary purpose.
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Yes, that is the smoke-with-trigger being discussed.Ranakastrasz wrote: ↑Wed Jul 10, 2019 3:19 pm Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Okay, so do you still need this request if smoke with trigger already works for you?Reika wrote: ↑Wed Jul 10, 2019 4:13 pmYes, that is the smoke-with-trigger being discussed.Ranakastrasz wrote: ↑Wed Jul 10, 2019 3:19 pm Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
I have explicitly stated that smoke-with-trigger is not working fully either. The smoke both grows from center and often has some initial lateral motion (which eventually stops). I need something with, ideally, a fade-in, but at least a completely static "pop in".Bilka wrote: ↑Wed Jul 10, 2019 4:20 pmOkay, so do you still need this request if smoke with trigger already works for you?Reika wrote: ↑Wed Jul 10, 2019 4:13 pmYes, that is the smoke-with-trigger being discussed.Ranakastrasz wrote: ↑Wed Jul 10, 2019 3:19 pm Smoke has a variant that deals damage, or rather does something ontick, just look at poison capsules.
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
I have explicitly stated that it does not do that and provided an example prototype. Since you seem to not have tried that prototype, here is a video of it working:Reika wrote: ↑Wed Jul 10, 2019 5:40 pm I have explicitly stated that smoke-with-trigger is not working fully either. The smoke both grows from center and often has some initial lateral motion (which eventually stops). I need something with, ideally, a fade-in, but at least a completely static "pop in".
Fade in can be controlled with this property: https://wiki.factorio.com/Prototype/Smo ... n_duration
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
I did try yours in that mine is functionally identical to that, just with added "action" parameters and different lifetime, name, sprites. The only noticable difference is that mine enables "cyclic" whereas yours does not, but that sounds completely unrelated.Bilka wrote: ↑Wed Jul 10, 2019 6:17 pmI have explicitly stated that it does not do that and provided an example prototype. Since you seem to not have tried that prototype, here is a video of it working:Reika wrote: ↑Wed Jul 10, 2019 5:40 pm I have explicitly stated that smoke-with-trigger is not working fully either. The smoke both grows from center and often has some initial lateral motion (which eventually stops). I need something with, ideally, a fade-in, but at least a completely static "pop in".
Fade in can be controlled with this property: https://wiki.factorio.com/Prototype/Smo ... n_duration
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Okay, if it's functionally the same all is well and the issue is solved, that's great!
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
I have said TWICE now that this is not the case.
Here, I have a video too:
https://i.imgur.com/ULlp4gq.mp4
See how they always grow out from the center and some (like the second one in the GIF) start with some small movement (in this case downwards) and then abruptly stop?
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Can you post the prototype?
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Here it is:
Code: Select all
local function createCloudVariant(name, size, duration, damage, speed)
local ret = {
type = "smoke-with-trigger",
name = "fallout-" .. name,
flags = {"placeable-off-grid", "not-on-map"},
show_when_smoke_off = true,
animation =
{
layers =
{
{
filename = "__EndgameCombat__/graphics/entity/radiation/radiation_final_tinted.png",
line_length = 16,
width = 256,
height = 181,
frame_count = 128,
axially_symmetrical = false,
direction_count = 1,
blend_mode = "additive",
animation_speed = 0.5*speed,
scale = size/5
--shift = { -0.0390625, -0.90625 }
},
}
},
slow_down_factor = 0,
affected_by_wind = false,
cyclic = true,
duration = math.ceil(60 * duration),
fade_in_duration = 60,
fade_away_duration = math.ceil((duration/3) * 60),
color = { r = alpha, g = alpha, b = alpha },
light = {intensity = 0.3, size = 20, color={r=0, g=1, b=0}},
action =
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
type = "nested-result",
action =
{
type = "area",
radius = size*0.7,
--entity_flags = {"placeable-player", "player-creation", "player", },
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "damage",
damage = { amount = damage, type = "radiation"}
}
}
}
}
}
}
},
action_cooldown = 5
}
return ret
end
Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Your prototype doesnt have movement_slow_down_factor set to 0, set that to stop the movement, as seen in the example prototype. Your prototype does not display the "expanding" that you describe.
Here are the changes I made which make it work perfectly (mostly just getting it to load with vanilla + the slowdown thing):
Here is what it looks like with the above changes:
Here is the code with those changes:
Here are the changes I made which make it work perfectly (mostly just getting it to load with vanilla + the slowdown thing):
Here is what it looks like with the above changes:
Here is the code with those changes:
Code: Select all
local function createCloudVariant(name, size, duration, damage, speed)
local ret = {
type = "smoke-with-trigger",
name = "fallout-" .. name,
flags = {"placeable-off-grid", "not-on-map"},
show_when_smoke_off = true,
animation= {
filename = "__base__/graphics/entity/lab/lab.png",
width = 98,
height = 87,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 1.5),
hr_version =
{
filename = "__base__/graphics/entity/lab/hr-lab.png",
width = 194,
height = 174,
frame_count = 33,
line_length = 11,
animation_speed = 1 / 3,
shift = util.by_pixel(0, 1.5),
scale = 0.5
}
},
movement_slow_down_factor = 0,
affected_by_wind = false,
cyclic = true,
duration = math.ceil(60 * duration),
fade_in_duration = 60,
fade_away_duration = math.ceil((duration/3) * 60),
color = { r = alpha, g = alpha, b = alpha },
light = {intensity = 0.3, size = 20, color={r=0, g=1, b=0}},
action =
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
type = "nested-result",
action =
{
type = "area",
radius = size*0.7,
--entity_flags = {"placeable-player", "player-creation", "player", },
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "damage",
damage = { amount = damage, type = "poison"}
}
}
}
}
}
}
},
action_cooldown = 5
}
return ret
end
data:extend{createCloudVariant(1,5,4,3,9)}
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Re: Ability to disable "some weird hardcoded movement of the explosion" posessed by fire entities
Adding the movement_slowdown_factor parameter fixes the initial movement and/ the expansion. Either something is off in my filesystem or these parameters interact in an unexpected way.Bilka wrote: ↑Wed Jul 10, 2019 9:28 pm Your prototype doesnt have movement_slow_down_factor set to 0, set that to stop the movement, as seen in the example prototype. Your prototype does not display the "expanding" that you describe.
Here are the changes I made which make it work perfectly (mostly just getting it to load with vanilla + the slowdown thing):
Here is what it looks like with the above changes:
Here is the code with those changes:
Code: Select all
local function createCloudVariant(name, size, duration, damage, speed) local ret = { type = "smoke-with-trigger", name = "fallout-" .. name, flags = {"placeable-off-grid", "not-on-map"}, show_when_smoke_off = true, animation= { filename = "__base__/graphics/entity/lab/lab.png", width = 98, height = 87, frame_count = 33, line_length = 11, animation_speed = 1 / 3, shift = util.by_pixel(0, 1.5), hr_version = { filename = "__base__/graphics/entity/lab/hr-lab.png", width = 194, height = 174, frame_count = 33, line_length = 11, animation_speed = 1 / 3, shift = util.by_pixel(0, 1.5), scale = 0.5 } }, movement_slow_down_factor = 0, affected_by_wind = false, cyclic = true, duration = math.ceil(60 * duration), fade_in_duration = 60, fade_away_duration = math.ceil((duration/3) * 60), color = { r = alpha, g = alpha, b = alpha }, light = {intensity = 0.3, size = 20, color={r=0, g=1, b=0}}, action = { type = "direct", action_delivery = { type = "instant", target_effects = { type = "nested-result", action = { type = "area", radius = size*0.7, --entity_flags = {"placeable-player", "player-creation", "player", }, action_delivery = { type = "instant", target_effects = { { type = "damage", damage = { amount = damage, type = "poison"} } } } } } } }, action_cooldown = 5 } return ret end data:extend{createCloudVariant(1,5,4,3,9)}