Forums Index >> Modding >> :::::::::::Directions for Using Emitters::::::::::...



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Using Emitters for weapons and nodes

- The emitter has two uses: as the emission of a projectile (weapon) and as the emission of static or stationary object (node) .

- These are the directions for both types of uses.

- Remember that these lines of code are referring to to the emitter and it's settings in the special.cs file. Click to download from PTT. This file did not come with your game. You must download it to have emitters work properly. (executing an emitter.cs file will cause the emitters to fail when dedicated server)

A Modded special.cs is available at the MAXWORKS website
This is the special.cs.zip file I use. It includes all my emitters and ~z~'s Health Gate. Click to download the zip file. Open it in a text editor and check out the 20 emitters. Change the settings as you want. Use this thread emitters defined , to learn what the settings do. Or even better, download the Particle Editor from Script line. Can we say woot!

Onward....
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----------------------------------WEAPON----------------------------------
-Making an emitter work with a weapon(a trail behind a projectile)

When you want an emitter as a WEAPON, place text like the following after the //--- OBJECT WRITE END ---
Always be cautious about the names of emitters because one typo and they wont work. Make sure the name in the.mis is exactly the same as the special.cs.

------------------EXAMPLE-----------------------

 


Projectile
Lighttank.defaultprojectile.emitter= "Torchemitter";
Mediumtank.defaultprojectile.emitter= "Torchemitter";
Heavytank.defaultprojectile.emitter= "Torchemitter";
BabyBoss.defaultprojectile.emitter= "Torchemitter";
BossTank.defaultprojectile.emitter= "Torchemitter";

Power-Ups
Splashprojectile.emitter= "SmokeTrailEmitter";
Bounceprojectile.emitter= "SnowGunEmitter";
Speedyprojectile.emitter= "LaserEmitter";

Volcano Rock
VolcanoRock.emitter= "SmokeTrailEmitter";

Brain
BrainProjectile.emitter= "RocketEmitter";

Tank Smoke
DefaultTankFx.damageEmitter = "SmokeEmitter";
BabyBossFX.damageEmitter = "SmokeEmitter";
ufoFX.damageEmitter = "SmokeEmitter";

 

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-----------------------------------NODE----------------------------------------
-Making an emitter work as a node(rising colored smoke)

When you want to place an emitter NODE put text like the following in the.mis file. (An emitter node is a position in space where the emitter will emit)

 


new ParticleEmitterNode(Lavaemitternode1) {
Datablock = "LavaEmitterNode";
position = "0.0 0.0 0.0";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "LavaEmitter";
Velocity = "1";
};

 

The position of the emitter node is dependent on you. In this example it would go over a volcano, so you would copy/past the position of the volcano and make the emitter node slightly higher.

------------------EXAMPLE-----------------------

 


new Volcano(target1) {
dataBlock = "VolcanoDB";
position = "43.999 -300.4456 120.123";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
lightBoost = "0";
};
new ParticleEmitterNode(Lavaemitternode1) {
Datablock = "LavaEmitterNode";
position = "43.999 -300.456 148.123";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "LavaEmitter";
Velocity = "1";
};

 

MAX

Last edited: Friday, February 18, 2005 at 12:19:40 AM

Thursday, February 17, 2005 at 11:49:32 PM

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