Weapon VFX and SFX Config, and Block Config Key

    Winterhome

    Way gayer than originally thought.
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    We have an Activate key (R) which works as a multi-function tool. I suggest that we relegate "R" to only Activate/Deactivate and Set Weapon Output, and move advanced GUI functions over to a different key. Bobby AI modules, as an example, would have their current GUI moved over to the new key, and the R key would toggle it on/off or something. We could use it to configure "advanced" logic blocks, too, whenever they come out - multi-output script blocks or whatever.

    This key, when pressed while aiming at a Master weapons computer (as opposed to a Slave or an Effect), would open up a Configuration window with two tabs - VFX and SFX.

    The VFX tab would include a tick box for Active/Inactive RBGA sliders, a Effect Length slider, a Effect Width slider, and a tick box for Particle or Trail. If Particle is selected, the player is given access to a small catalog of particle textures placed in a given folder in the server's Starmade directory. When used with a Beam computer, the only variables that would be taken into consideration are Trail Width and the RGBA slider.

    The SFX tab would just be a simple browser/list of the contents of the StarMade/data/audio-resource folder, allowing the player to select an existing audio file to play at each output when the weapon is fired.