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I'd rather have tools not burn at all.
Ah, nothing burns inside a clonk. That is fine with me.
I like the simplicity of the new concept, did not test it though.
Well then, big change I suppose. I made a lot of objects flammable. Didn't change the chest yet.
Tools and weapon will now catch fire from explosions or lava but from other burning objects.
I also made cannons and catapults destructible because why not. I think only Chine depends on the cannon not being destructible and I made it invincible.
I quickly scanned through the scenarios and I didn't find any that really depend on indestructible tools. Well, except for the missions, I guess. I might throw in some free tools there, whenever they're destroyed. I will notify Maikel because I don't know if any tricky tower room hides stuff in lava.
Tools and weapon will now catch fire from explosions or lava but from other burning objects.
I also made cannons and catapults destructible because why not. I think only Chine depends on the cannon not being destructible and I made it invincible.
I quickly scanned through the scenarios and I didn't find any that really depend on indestructible tools. Well, except for the missions, I guess. I might throw in some free tools there, whenever they're destroyed. I will notify Maikel because I don't know if any tricky tower room hides stuff in lava.
Small comment: You added a new property for material incineration. I think a simpler and more versatile implementation would be to simply set an incineration temperature for each object, and define temperatures for both lava and for regular fire (with lava temperature being higher than regular object fire temperature).
I think the current incineration values are already 1-5 for the likelihood of incineration? That could easily be extended to 10 meaning "only incinerated from lava".
The upsides would be that 1) you'd have only one property for incineration and 2) you could define a new object that burns very hot and incinerates more things than regular fire and 3) we could later have regular "fire" sparks as a new material (with a lower temperature).
I think the current incineration values are already 1-5 for the likelihood of incineration? That could easily be extended to 10 meaning "only incinerated from lava".
The upsides would be that 1) you'd have only one property for incineration and 2) you could define a new object that burns very hot and incinerates more things than regular fire and 3) we could later have regular "fire" sparks as a new material (with a lower temperature).
Yes, that is most certainly possible but way more elaborate than what I did. I don't feel too bad to not have had the same idea!
I like the change. One thing which now looks funny is that the (packed) balloon does not burn in lava.
Well, yeah. It is absolutely fine to have that thing burn, too.
I'm getting the following warning when shooting a bow (with the grenade launcher) in ChristmasIce, is this related to the changes here?
Warning: using deleted object (#7623) (Bow)!
by: BurnDown() (/home/lukas/src/openclonk/build/planet/Objects.ocd/Libraries.ocd/Flammable.ocd/Script.c:66)
by: effect {...}->Timer(70) (/home/lukas/src/openclonk/build/planet/Objects.ocd/Libraries.ocd/Flammable.ocd/Script.c:51)
Hm. I was under the impression that effects get deleted when the object is and no further timer calls are made. I can throw in another check for this.Target. Is that a specific problem with ChristmasIce (because I don't know what that is) or is there another way of reproducing this?
There should be no timer callbacks on deleted objects. But the object may be deleted during the timer callback?
>when shooting a bow (with the grenade launcher)
How can you shoot a bow with the grenade launcher?
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