Anti-Bullet Poof Stages
This chapter covers how to create fragments that do not produce (or minimize) PSPs, SPs, and DPs.
There is included an [example of a clean fragment transition]
Anti-Primary Spawn Poof (Anti-PSP Stages)
There is no known way to fully get rid of a PSP, only to make them as invisible as possible and to prevent them from overlapping to reduce the accumulation of noticable opaqueness.
{ 17000
features=CANNON
cannon={
-- Anti-PSP stage:
roundsPerSec=0.3
power=10
damage=50
muzzleVel=200
range= 200*1.2
color=0xFFFF0000
fragment={
-- Genuine projectile stage:
damage=50
muzzleVel=1
range= 1*1.2
color=0xFF0000FF
explosive=FRAG_NOFLASH
}
}
}
Anti-Spawn Poof (Anti-SP Stages)
Spawn poofs of non-primary stages are simple to remove using explosive=FRAG_NOFLASH
on the stage which spawns the SP.
{ 17000
features=CANNON
cannon={
-- Red, other primary stage.
roundsPerSec=0.3
power=10
damage=50
muzzleVel=200
range= 200*1.2
color=0xFFFF0000
fragment={
-- Blue, non-primary anti-SP stage:
damage=50
muzzleVel=1
range= 1*1.2
color=0xFF0000FF
explosive=FRAG_NOFLASH -- Makes this stage anti-SP.
}
}
}
Anti-Despawn Poof (Anti-DP Stages)
Getting rid of despawn poofs is less simple than for spawn poofs. DPs can either be removed by:
- Declaring
explosive=FINAL
on the stage which spawns the DP with the side effect that the bullet cannot to deal damage. - Declaring
explosive=FINAL
andexplodeRadius=1
on the stage with the side effect that the bullet always plays the explosion sound effect on despawn.
Case 1: explosive=FINAL
Only having explosive=FINAL
with no definition of explodeRadius
makes the bullet use the default explodeRadius
of zero, making it never hit anything and play no sound.
{ 17000
features=CANNON
cannon={
damage=50
roundsPerSec=1
power=10
muzzleVel=300
range=200
color=0xFFFFFFFF
explosive=FINAL -- Makes this stage anti-DP.
}
}
Case 2: explosvie=FINAL
and explodeRadius=1
Having explosive=FINAL
and defining explodeRadius=1
makes the bullet able to deal damage and makes it play the explosion sound effect on despawn.
{ 17000
features=CANNON
cannon={
damage=50
roundsPerSec=1
power=10
muzzleVel=300
range=200
color=0xFFFFFFFF
-- Makes this stage anti-DP:
explosive=FINAL
explodeRadius=1
}
}
Example of a Clean Fragment Transition
The following fragment transition from the red bullet to the blue bullet contains no poofs, whereby the red anti-DP stage leads into the blue anti-SP stage:
{ 17000
features=CANNON
cannon={
-- Red anti-DP stage:
damage=25
muzzleVel=200
range= 200
roundsPerSec=0.8
power=10
color=0xFFFF0000
explosive=FINAL
projectileSize=1
fragment={
-- Blue anti-SP stage:
damage=25
muzzleVel=1
range= 1
color=0xFF0000FF
explosive=FRAG_NOFLASH
}
}
}
Note that despite this stage contains 50 units worth of damage, it can only ever deal 25 units of damage as the first stage's explosion will never overlap with anything as it's undefined explodeRadius
is by default set to zero: