Author Topic: What was the Ion cannon like?  (Read 5345 times)

It'll only take at least a week with a dedicated scripter.

It would take an hour for the script, two weeks for the model, since many scripters aren't good modelers.

Almost every weapon has a nearly identical script, it's the model that varies the most(Exception: really unique weapons). And you know what? A recoloured rocket launcher would be sufficient here.

It would take an hour for the script, two weeks for the model, since many scripters aren't good modelers.
You've obviously never made an add-on. It took me approximately thirty minutes to make my TF2 emotes script and roughly an hour, maybe two, to model a gun.

The ion cannon was a huge weapon that created a large explosion that causes your video card and the internals of your computer to melt.
It was an incredibly crappy and un-detailed explosion, with a few large emitters.

WAIT WHAT ARE THESE THINGS YOU CALL EMITTERS THEY MUST BE BAD

You've obviously never made an add-on. It took me approximately thirty minutes to make my TF2 emotes script and roughly an hour, maybe two, to model a gun.

On the contrary, I am currently working on a settings dialog where the settings form an expandable tree as a component of something larger.

However, I am really fond of generalization and exageration, and once you consider weapon states, it could easily take longer to create a full weapon. Plus, this would be an imitation, so more time would be spent adjusting the particles than for a mere emote.

On the contrary, I am currently working on a settings dialog where the settings form an expandable tree as a component of something larger.

However, I am really fond of generalization and exageration, and once you consider weapon states, it could easily take longer to create a full weapon. Plus, this would be an imitation, so more time would be spent adjusting the particles than for a mere emote.
well, i guess GUIs are indeed a pain in the ass.
but still. it does not take that long.



unless you're bushido.

(This is getting rather far from the topic...)
This is a dynamic thing that would work similarily to RTB's setting system, except in a tree where every node with sub-nodes is expandable and initially closed. It is not a mere GUI. It is intended to handle a very large number of settings for fine-tuning where the average user only cares about the higher level controls, making it just about the ideal structure, and unfortunately, as far as I could find, the engine doesn't have anything like it. Think of those installers where if you select custom install, you get a tree of checkboxes where each is checked, unchecked, may have children, each child can be checked, unchecked, have children of it's own, etc. and the average user won't bother with most of the deepest settings, but they are there for the advanced users.

NOT a GUI. (Although I am just getting to the part where I need to create the GUI code.)

(This is getting rather far from the topic...)
This is a dynamic thing that would work similarily to RTB's setting system, except in a tree where every node with sub-nodes is expandable and initially closed. It is not a mere GUI. It is intended to handle a very large number of settings for fine-tuning where the average user only cares about the higher level controls, making it just about the ideal structure, and unfortunately, as far as I could find, the engine doesn't have anything like it. Think of those installers where if you select custom install, you get a tree of checkboxes where each is checked, unchecked, may have children, each child can be checked, unchecked, have children of it's own, etc. and the average user won't bother with most of the deepest settings, but they are there for the advanced users.

NOT a GUI. (Although I am just getting to the part where I need to create the GUI code.)


You have to quote the message to read it.