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Page : <1> :
Thanks for sharing the flame-thrower idea.
But..
What about the flame.png file that everyone will need.
Both to put into MODs and to download when entering the MOD.
Is that easier than setting up emitters in the special.cs?
As far as the emitter.cs file goes I thought we cleared that up?
Emitter Methods: Some Confusion
For a comparison of these to methods for creating emitters go here and you will see why the emitter.cs method sucks and is way too complicated.
MAX
Last edited: Friday, March 18, 2005 at 11:24:41 PM
Well I didnt find flame1.png in a different game I found it in my files when I got in some mod I would post it put I dont know how :(
oh well this works for me :)
btw im gonna make som killer mods in the next copule of monthe B) :)
Last edited: Saturday, March 19, 2005 at 8:07:14 AM
REQUIREMENTS: all you need is the flame.png if you dont have it I cant help you
Use LightProjectile.resource = "game/data/shapes/Common/VolcanoExplosion.png"; instead, if you don't have flame.png.
It looks like same...@Max, I try to make my mods with no download stuffs, but I need them for cool emitters. So my mods download like 6 seconds...AArgh. ;)
Yes Boo, you could use that also tkx ;)
@ Spark - You are the one who was giving bad advice and I was correcting the fault in your suggestion. (I see you have changed it)
Again you are sharing what appears to be a new discovery for you, but changing the projectile resource is not new. Nor is the special.cs
So, to try and take credit for something that has been around for over a year is laughable.
If you had ever read the THE NEW MODDING RESOURCE
you would have seen this site in the START HERE. THE BASICS SECTION. A MUST READ
section:
The ultimant modding thread
Wednesday, April 21, 2004 at 4:47:48 PM
GAMEFREAKY WEAPONS!!!
Tuesday, April 06, 2004 at 12:36:55 AM
We have known and I personally have always used the VolcanoExplosion.png for my flame thrower.
But, its not really a flame thrower without the emitter. It's just a ball of fire shooter.
Without Emitters
//Lighttank Weapon//
Lighttank.defaultprojectile.emitter= "Torchemitter";
Lightprojectile.className = "ProjectileData";
Lightprojectile.resource = "game/data/shapes/common/VolcanoExplosion.png";
Lighttprojectile.damage = 0.8;
Lightprojectile.splasharea = 1;
Lightprojectile.gravityscale = 0.4;
Lightprojectile.velocity = 100;
Lightprojectile.inheritVelocity = 0;
Lightprojectile.count = 1000;
Lightprojectile.burstcount = 50;
Lightprojectile.burstdelay = 0;
Lightprojectile.reloadtime = 0;
Lightprojectile.sizescale = 1.5;
//DefaultExplosion//
Defaultexplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
DefaultExplosion.sound.filename = "game/data/sound/bounceVolcano.ogg";
Defaultexplosion.startscale = 0.25;
Defaultexplosion.endscale = 8;
Defaultexplosion.durationscale = 5000;
DefaultTankExplosion.resource = "game/data/shapes/tanks/smoke.png";
DefaultTankExplosion.sound.filename = "game/data/sound/explodeHitYou.ogg";
DefaultTankExplosion.startscale = 2;
DefaultTankExplosion.endscale = 8;
DefaultTankExplosion.durationscale = 1000;
DefaultOwnTankExplosion.resource = "game/data/shapes/common/Volcanobump.png";
DefaultOwnTankExplosion.sound.filename = "game/data/sound/explodeHitYou.ogg";
DefaultOwnTankExplosion.startscale = 2;
DefaultOwnTankExplosion.endscale = 8;
DefaultOwnTankExplosion.durationscale = 1000;
DefaultBounceExplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
DefaultBounceExplosion.sound.filename = "game/data/sound/bounceVolcano.ogg";
DefaultBounceExplosion.startscale = 1;
DefaultBounceExplosion.durationscale = 1000;
DefaultBounceExplosion.endscale = 10;
DefaultOtherExplosion.resource = "game/data/shapes/Common/VolcanoExplosion.png";
DefaultOtherExplosion.sound.filename = "game/data/sound/bounceVolcano.ogg";
DefaultOtherExplosion.startscale = 1;
DefaultOtherExplosion.durationscale = 1000;
DefaultOtherExplosion.endscale = 10;
With Emitters
________________________________________________________________________________________________________________________
Also.....
Did you really think we don't know about the special.cs? Clearly you have never really read THE NEW MODDING RESOURCE
?
- PlanetThinkTanks Modding Downloads
Which include some great stuff!
~z~. Arena terrain
Original Script Files* from Joe at Bravetree
*(THIS IS THE MOST IMPORTANT THING TO HAVE AS A MODDER! IF YOU DON'T HAVE THE
SPECIAL.CS FILE THEN YOUR WASTING EVERYBODY'S TIME INCLUDING YOUR OWN!).
Last edited: Tuesday, March 22, 2005 at 8:13:23 AM
Yes, why wouldn't you want to use an emitter ?
+ Looks Very cool.
+ Easy editable. (+ You can change colors easily, which you can't do with weapons)
- They makes bit lag, not much.
Last edited: Tuesday, March 22, 2005 at 8:09:33 AM
Well I know MAX but for NEWBIES it is easier also you didnt copy and paste cuz if you did your rectile would be hanging uver slightly
LightProjectile.className = "ProjectileData";
LightProjectile.resource = "game/data/shapes/Common/*WHAT FILE YOU WANT*.png";
LightProjectile.reticle = "DefaultReticle";
LightProjectile.bounceFactor = 0.5;
LightProjectile.numBounce = 0;
LightProjectile.damage = 0.8;
LightProjectile.splasharea = 1;
LightProjectile.gravityscale = 0.1; <–––– gravity isn't changed in the pic :P <LOL
LightProjectile.velocity = 20;
LightProjectile.inheritVelocity = 0; <–––– neither is the velosity so :P
LightProjectile.count = 99999999999;
LightProjectile.burstcount = 50;
LightProjectile.burstdelay = 0;
LightProjectile.reloadtime = 0;
LightProjectile.sizescale = 1.5;
Emitter
- hard to understand
- ect.
My Flamethrower
+Simpel
+Copy and paste is all you need to do
Last edited: Thursday, March 24, 2005 at 5:22:41 PM
Is this an argument for using emitters or not using emitters?
or...
Is this this a redundant thread about a basic weapon mod that is a year old?
I am not here to compete with you Spark. I was drawn to this thread because of a fault in your suggestion, which you changed.
My point is this. Your pretentious assumption about taking any kind of credit for an ideas that are totally common is ridiculous.
The flame thrower idea is a year old and just because you changed a setting or two does not make you the savour of the newbie movement.
At this point, it's your pompous self righteousness that I have a problem with.
------------Credits------------
Spark3: all of it
Boo: the idea of VolcanoExplosion.png
------------Licence------------
I dont care what you do with this
This^ is a joke right? I am just overreacting right?
Thanks for pointing out to newbies that the "LightProjectile.resource" file can be changed.
But you are far from taking any kind of credit for anything... As we all are.
MAX
I was having fun when I did that no harm done just kidding or a joke I take no credit, of course it is simple all I did was put it together so forget the argument and forget the whole thing ;)
PEACE
Ok ;) :)
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FLAMETHROWER v.1.1 Boo's idea included
FLAMETHROWER v.1.0 original
Are you tired of setting up an emitter.cs and fussing with it just for a flamethrower?
than I got the stuff for you. Just post this at the bottom of your.mis file after the //OBJECT WRITE END//
------------REQUIREMENTS------------
There are many files you could use, but the best are these two files.
1. Flame.png which is found it the game/data/shapes/common folder ;)
2. VolcanoExplosion.png which is found in the game/data/shapes/common/ folder ;)
LightProjectile.className = "ProjectileData";
LightProjectile.resource = "game/data/shapes/Common/*WHAT FILE YOU WANT*.png";
LightProjectile.reticle = "DefaultReticle";
LightProjectile.bounceFactor = 0.5;
LightProjectile.numBounce = 0;
LightProjectile.damage = 0.8;
LightProjectile.splasharea = 1;
LightProjectile.gravityscale = 0.1;
LightProjectile.velocity = 20;
LightProjectile.inheritVelocity = 0;
LightProjectile.count = 99999999999;
LightProjectile.burstcount = 50;
LightProjectile.burstdelay = 0;
LightProjectile.reloadtime = 0;
LightProjectile.sizescale = 1.5;
------------Credits------------
Spark3: all of it
Boo: the idea of VolcanoExplosion.png
------------Licence------------
I dont care what you do with this
Last edited: Sunday, March 20, 2005 at 4:04:41 PM