Changing RPEL's area of Effect

  • Sanpypr0
    27th Nov 2017 Member 3 Permalink

    okay, here is the suggestion:

    RPEL should have a changable radius, determined by life.

    by default, it would start out with a life of 0 (as to not break saves using RPEL), and would have the default area of effect (20).

    when the life value is above 0, it would have the life value's radius (i.e RPEL with life 5 would have a radius of 5 pixels, etc). Alternatively  (this might be too hard to code, but i am including it nonetheless in case it isn't) the radius could be determined by tmp and tmp2, with tmp determining the height of the square and tmp2 determining the width (i.e. RPEL with tmp=3 and tmp2=5 would have a 3 high, 5 wide area of effect, centered on the RPEL particle).

    why would this be useful?

    1. you could use this for hovering particles, as WHOL tends to make the particles go towards the side of the screen, and usually emits too much force.

    and

    2. more precise engineering (it's pretty hard to make a gun using RPEL, considering how big the field is)

  • Potbelly
    28th Nov 2017 Banned 0 Permalink
    This post is hidden because the user is banned
  • Sanpypr0
    28th Nov 2017 Member 0 Permalink

    @Potbelly (View Post)

     not to mention FRAY (the powered counterpart of RPEL) has a option to increase it's area of effect (albeit in a line)

    GPMP is good for a lot, 1. it effects EVERYTHING, unlike RPEL which can be set to only effect one thing using ctype, meaning you can use it to seperate particles.

    also not to mention the area setting is already used in several elements: DTEC, LSNS, PSNS, TSNS. in the source code, they have something similar to what i am describing.