Author Topic: No-Emitter "Zone"  (Read 935 times)

This is a bit of a suggestion related to visuals and not functionality, but it is something I wanted to see.

You know how a generic weather script makes a rain emitter all over the map but the rain still shows underneath a brick as if inside a house or similar structure?

Well I was thinking of an easy way so that emitters are cancelled so that they stop in relation to their origin point.

Let me make this easy to understand: You have an emitter brick or origin point, (say the skybox just for simplicity...) but we'll go with a brick for this example.

              ||[ NO-ZONE ]
              ||[ NO-ZONE ]
X ------> ||[ NO-ZONE ]

In relation to the brick's emitter direction and position, a brick in its path would act as an invisible no-emitter zone ceiling. The No-zone is as long as the emitter is originally and is not obstructed by any other brick. Perhaps its an "emitter" itself, but an anti-emitter.

For a brick's no-zone to be generated it must:

1] Be in the brick's emitter direction
2] Be in range of the emitter effect (hopefully with the way emitters work, "infinite" emitters are patched to prevent infinite no-zones)
3] Be completely "solid"

The criteria for rule 3 is only supposed to prevent bricks or other such custom bricks like a grill (which has holes, hurr) from stopping the emitter with a no-zone.

ADDENDUM: The no-zone only cancels emitters that hit the brick it is in relation too. This prevents situations such as:

              ||[ NO-ZONE ]
              ||[ NO-ZONE ]    <------- X
X ------> ||[ NO-ZONE ]

Also, it is entirely dependent on the brick's raycasting.



Discuss. Hopefully, I didn't leave anything out.
« Last Edit: June 03, 2012, 01:21:43 AM by Randomness »

You could of summed this up in two words.

Projectile Emitters.

Good point. Didnt think of that.

but projectiles in mass numbers can be rather spammy.

but projectiles in mass numbers can be rather spammy.

isn't everything is large numbers "spammy"?

the word is more like laggy. :p

but projectiles in mass numbers can be rather spammy.
Interesting. As soon as you have moving xyz and collision, it's either a projectile or similar moving entity.

The point of "no-zones" was to allow rain-free houses or other such visual effects so it would add to the overall appeal of a build.

Its not essential, and its not like Kompressor would ever pay attention to this forum, so I guess these are dead dreams.

so, more like if it's in an area it wouldn't be rendered, but would pass on to the other side and be seen?

he said he would think about something like this in the v21 thread

I smell an occlusion request