Stargazer is part timing with us again and spent some time trying to see what could be done better in STC with the Custom Code. First thing done (because the default GBX “push” on ships just isn’t noticeable) was to redo our old explosion script for the Custom Code. Despite some oddities (the individual ship is not in the CustomGroup SOB Group until the “Update” function) it was up and running very quickly except for some FX errors. Stargazer delved into that some more, here is the quantification of observations made:
We have several effects (fx), which do not play correctly under most conditions. They’re culled: parts are played, other parts not, sometimes nothing is played at all, very rarely they’re played completely. Since they’re part of our ship’s death explosion, playing only some particles, only the lens flare or only the background glow looks very ugly.
Testing showed that any fx seems to play fine, if we set it as the hitfx of a weapon, which means, the fx itself is not the problem. It’s also not a PC resource problem, many can be spawned and they all work fine (exhibit A & B). However, if we set the fx as an event of a ship, it’s bugged. If we call the fx from a script (FX_PlayEffect), it’s bugged. If we place the fx within the combo fx of a different hitfx, it’s bugged. It happens for very large/complicated fx (huge explosions) as well as simple fx (spawn 3 debris meshes).