Where's METL update?

  • Videogamer555
    20th Jan 2012 Member 0 Permalink
    I thought all elements had an update function but it seems that METL (and quite a few others too) doesn't. If I want change METL's update routine, how do I change it. Do I have to make a completely new C file?
  • tommig
    20th Jan 2012 Member 0 Permalink
    Well, what are you wanting to change about metl?
  • henry700
    20th Jan 2012 Member 0 Permalink
    METL conducts and isnt breakable

    BMTL conducts and is breakable

    wth do u want to change lol
  • tommig
    20th Jan 2012 Member 0 Permalink
    @henry700 (View Post)
    There's a bit more code than that, but yeh.
  • Jallibad
    20th Jan 2012 Member 0 Permalink
    @Videogamer555 (View Post)
    Actually, not all elements have their own C files, only the ones that have to do something special, like acid or sing. And yes, you do have to make a new C file.
  • MasterMind555
    20th Jan 2012 Member 0 Permalink
    @Videogamer555 (View Post)
    Read the bloody wiki please, it's all in there.
  • Videogamer555
    20th Jan 2012 Member 0 Permalink
    Sucks. Because I've wanted to make it so EVERY particle in the game emit a certain other type of particle. Only my new element itself (and clone and a few others that would not work right if included in this scheme) shouldn't emit this type of particle. Is there a way to have a "universal" or "global" update function (in addition to each element doing their own update function) so that EVERY particle type that is currently available (except for a few that I'd want to "opt out" of it) will do a particular task (in this case emit a particle that I've designed)?
  • Neospector
    20th Jan 2012 Member 0 Permalink
    @Videogamer555 (View Post)
    It may take some skill, but you could define a new property for the game. I am unsure where it would be defined, however.
  • jacksonmj
    20th Jan 2012 Developer 0 Permalink
    @Videogamer555 (View Post)
    Maybe put it in the main particle update loop, in update_particles_i in powder.c (look near line 2010)

    if (t!=PT_CLNE && t!=PT_BCLN && t!=PT_THING) // don't do it for these elements
    {
    //do stuff
    }
  • Videogamer555
    20th Jan 2012 Member 0 Permalink

    jacksonmj:

    @Videogamer555 (View Post)
    Maybe put it in the main particle update loop, in update_particles_i in powder.c (look near line 2010)

    if (t!=PT_CLNE && t!=PT_BCLN && t!=PT_THING) // don't do it for these elements
    {
    //do stuff
    }


    Which properties will I have access to in here? Will I have access to "x" "y" "i" particle coordinates?