New Splodey Effects in ICS 3.1
This is essentially a repost of Justinian’s from the Murakami blog, in hopes of it going out to a wider audience.ICS 3.1 is now a reality, and UCS?, the urban combat system associated with and compatible with ICS, will soon be distributed to various ICS developers. What is in 3.1 that makes it worthy of note? Lots of things—including “drowning”, better visual and particle effects, and the brand new “Splodey ball” which will show you exactly where your explosive round has landed. That’s pretty great, actually. In an ironclad combat situation, vision is often limited and one’s concentration is fixed on the opposing ship. It’s hard to tell where shots land. The “splash effect” for misses that was recently added to 3.0 helps tremondously in that respect, and the new Splodey Ball will make battles more lifelike and fun. In Justinian’s words:Explosives in ICS battles have always been a bit of mixed bag. While they generally are pretty effective at destroying whatever they hit, it’s very hard to tell if they hit anything at all unless you see something get damaged. The blast radius was always invisible, with no real way to tell what was caught in it. Well not anymore…. Explosive animation “ball” effectThat is a 15×15x15 blast prim effect that will be rezzed along with the explosive prim that goes off. The result is a clear indicator of the blast radius! Another nice part is it has glow and lighting enabled, making it easy to see from a distance. This is similar to the water splash effect that was added to the cannonballs when they hit the water, the point being to add better indicators to rounds so fighters can get more tactical information on the battlefield. Expect to see all explosives in our next update look like this. Also all of the cannonball rounds that did not have splash effects will have them as well.(I think the only ones that don’t have splash effects are the coastal artillery)
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