PRTI ctype

  • 12Me21
    15th Jul 2015 Member 0 Permalink

    When a PRTI's CTYPE is set, it will only take in that kind of particle, like STOR.

  • jacksonmj
    15th Jul 2015 Developer 2 Permalink

    Or, PRTI could grab particles automatically from STOR, like PIPE does.

  • belugawhale
    15th Jul 2015 Member 0 Permalink

    Wasn't it like that before? I think older versions allowed you to set ctype of prti to only allow a specific element.

  • jacksonmj
    15th Jul 2015 Developer 0 Permalink

    @belugawhale (View Post)

    PRTI ctype is currently used to store the state of the whirly orange particles effect, and as far as I know always has been ever since the whirly orange particles were added back in 2011. So I doubt it ever did do that.

    Edited 3 times by jacksonmj. Last: 16th Jul 2015
  • 12Me21
    15th Jul 2015 Member 0 Permalink

    That could be moved to tmp2, which wouldn't break any old saves because it's just a visual effect.

    Also the STOR idea is good, though you can just put PIPE in between the STOR and the PRTI, since STOR passes particles to PIPE, and PIPE passes to PRTI.

  • thomasxin
    16th Jul 2015 Member 0 Permalink

    But can't they just change the whirly effect to tmp or tmp2?!

  • 12Me21
    16th Jul 2015 Member 0 Permalink

    @thomasxin (View Post)

     That's what I just said.

     

    What is tmp used for currently? I know it stores the channel, but so does temp, and only temp seems to be used. Is tmp just to make it easier to see what channel it is?

    Edited once by 12Me21. Last: 16th Jul 2015
  • belugawhale
    16th Jul 2015 Member 0 Permalink

    And what is life used for? It constantly cycles between negative and positive.

  • 12Me21
    17th Jul 2015 Member 0 Permalink

    @belugawhale (View Post)

     I think it's used to keep track of which particles are in the portal, but I'm not sure..

  • jacksonmj
    17th Jul 2015 Developer 0 Permalink

    Life is orbital particle distances, ctype is orbital particle angles (both are 4 bytes packed into a 32 bit integer). tmp caches the channel, yes. Particles in the portal are stored separately, no information about them is stored in portal particle properties.

     

    The normal practice is to convert/move property values when loading old saves, if the way an element uses properties changes. So if this suggestion was added, the visual effect would not be affected.

    Edited 3 times by jacksonmj. Last: 17th Jul 2015