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Me wanna: Sub-sub-entities.

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Arexack_Heretic
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Me wanna: Sub-sub-entities.

Post by Arexack_Heretic »

It would be nice if subentities could have subentities.

Solves alot of those: it will look stupid if this frangible is shot off before that other part. (which can be solved by explosions damage)

And flashers that suddenly hang in mid-space.
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Murgh
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Post by Murgh »

yes that would be a great.
last year Giles looked into allowing subEntities to have exhaust plumes of their own, but decided it was a tricky thing and doubted it would happen. maybe new opportunities have opened up since..?
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Arexack_Heretic
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Post by Arexack_Heretic »

I'd be happy even when only flashers would be an option....for a short while.
:wink:
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Post by aegidian »

I originally wrote sub-entities to permit multiple levels. But the code got increasingly arcane and prone to crashing, so I opted for the simplest-is-best approach.

Hanging flashers will go away if flashers are superseded by animated glowing shaders (BTW, because you re-used the thargoid_redux texture in Thargon Threat there are now some very nicely animated Terroriser Frigates and Invaders - I may have to post some more videos if I can take a hard-ass enough ship into witchspace).
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CWolf
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Post by CWolf »

aegidian wrote:
...if I can take a hard-ass enough ship into witchspace)....
IronAss surely?
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Post by Arexack_Heretic »

Iron-ass, my-ass! :lol:

The approach I used was taking a racing Adder out and zipping around them.
:D

Only get close to a Thargorn, when it is distracted though!
Those turrets make alloys of an Adder in no-time. :shock:



I'm not quite sure the turrets are placed 100% to my satisfaction, sometimes the battleship has trouble training them on a target. :/
I may rotate the whole craft 22.5 degrees, so that 2 turrets will be able to fire forward. (like in my avatar)


Giles: How come turrets interfere with subentities?
Am I doing something wrong?
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