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A few questions:

1. Is it possible to make the explosion of the area effect bigger? I tried changing:
Splashexplosion.startscale = 0.05;
Splashexplosion.durationscale = 800.0;
Splashexplosion.endscale = 2.0;

But it doesnt work.

2. I see many mods that have fire after the bullet (like tower of babylon or casle war)

How do I do that?

Friday, August 26, 2005 at 3:34:10 AM

I two do the same but the area was unseen

Friday, August 26, 2005 at 8:16:41 AM

Bigger value in the sizescale makes the explosion image to be bigger.

 

                                        
splashprojectile.sizeScale = 0.6;

 


Splasharea is an invisible explosion area from where the tanks get damaged.

 

                                        
splashprojectile.splashArea = 2.0;

 


Or try your code but splashprojectile instead. (^took that from triv's post)

Friday, August 26, 2005 at 6:03:32 PM

Anyone else? Splashprojectile.sizeScale = 0.6; only makes projectile bigger. I need the exploision to be bigger.

Anyone van anser my second question?
I''m dutch so I cant explain exacly what I mean.

Sunday, August 28, 2005 at 5:25:14 AM

This is what I mean by fire after the bullet:

Monday, August 29, 2005 at 7:56:35 AM

You can't change the explosion of the area effect bigger, because its resource are a.dts, but IF you have changed the.dts to an image file, for example.jpg. You can adjust the size of explosion.
Use this or any other image and you can change the explosion size.

 

                                        
splashexplosion.resource = "~/data/shapes/tanks/AreaExplosion.jpg ";

 

Startscale = how big the explosion is at start. Endscale = how big the explosion is at end.

 

                                        
splashexplosion.startScale = 0.05;
splashexplosion.endScale = 2.0;

 

 

2. I see many mods that have fire after the bullet

 


I haven't visited these mods, but I'm pretty sure you're talking about emitters.
The fastest and easiest way to get smoke coming from the bullet are to use this. The smoke only works on light tank.

 

                                        
lightprojectile.emitter = "rocketemitter";

 

 

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Last edited: Monday, August 29, 2005 at 8:21:59 AM

Monday, August 29, 2005 at 8:16:26 AM

Ok thxn triv, I know now how to activate a emitter ( I used the rainbowspiral one that is default in the particle editor) I cant find any tuts on the modding tutorial, so anyone knows a good one?

Last edited: Tuesday, August 30, 2005 at 2:48:42 AM

Monday, August 29, 2005 at 1:26:32 PM

I tryed puting the splash codes at the bottom of my mis file below the object wright end and all it did was have this flat image get smaller. I'm thinking it's the AreaExplosion.jpg maybe I need to put in the alpha to? How did you get it to work bloblub?

Tuesday, August 30, 2005 at 8:52:05 PM

I didnt actualy getting it worked, the area explosion is flat and square and the dts file will make it that round explosion

Tuesday, August 30, 2005 at 10:36:22 PM

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