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Hey. I've tried everything. I've added codes, added special lines at the end of special.cs

Am I missing codes, scripts, files, or somthing?

In my special CS: (I dont know what emitters I can use, so I just used... Torch?)

 

Datablock ProjectileData(SplashProjectile)
{
velocity = 40.0; // meters per second
inheritVelocity = 1.00; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 5.0; // usually 0
count = 10; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 1000; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 13; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 3; // usually 1
gravityScale = 0.5; //
sizeScale = 0.7; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/AreaProjectile.png"; // shape or bitmap
tankExplosion = "SplashExplosion"; // datablock for explosion
ownTankExplosion = "SplashExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "SplashExplosion"; // datablock for explosion
emitter = "torch";
reticle = "OtherReticle";
};

 

At the end of it:

 

Splashprojectile.burstcount = 9;
splashprojectile.reloadtime = 0.10;
splashprojectile.count = 700;
splashprojectile.damage = 2;
splashprojectile.gravityScale = 0;
splashprojectile.bounceArea = 3.8;
splashprojectile.velocity = 62.5;
splashprojectile.emitter = "torch";

Bounceprojectile.burstcount = 11;
bounceprojectile.reloadtime = 0.20;
bounceprojectile.count = 700;
bounceprojectile.damage = 0.75;
bounceprojectile.gravityScale = 0;
bounceprojectile.bounceArea = 3.4;
bounceprojectile.velocity = 62.5;

Speedyprojectile.burstcount = 16;
speedyprojectile.reloadtime = 0.67804;
speedyprojectile.count = 700;
speedyprojectile.damage =.75;
speedyprojectile.gravityScale = 0;
speedyprojectile.splashArea = 0;
speedyprojectile.velocity = 155;

 

I also noticed it's not making a special.cs.dso as I enter the game. Help PLEASE lol

 

Elite Agent And Proud Member of the Terror Squad.

Friday, October 20, 2006 at 7:11:38 AM

Did u enter max website?
put this in your special.cs

 

//-------Torch-------//
datablock particledata(Torch)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/common/VolcanoExplosion.png";
colors[0] = "0.900000 0.800000 0.800000 1.000000";
colors[1] = "0.100000 0.100000 0.100000 1.000000";
colors[2] = "0.100000 0.200000 0.200000 1.000000";
colors[3] = "0.000000 0.000000 0.000000 1.000000";
constantAcceleration = "0";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "-10000";
inheritedVelFactor = "100";
lifetimeMS = "500";
lifetimeVarianceMS = "0";
sizes[0] = "2";
sizes[1] = "2.5";
sizes[2] = "3";
sizes[3] = "1";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/common/VolcanoExplosion.png";
times[0] = "1";
times[1] = "10";
times[2] = "1";
times[3] = "1";
useInvAlpha = "1";
windCoefficient = "1";
};
datablock particleemitterdata(Torchemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "50";
periodVarianceMS = "0";
ejectionVelocity = "10";
velocityVariance = "0";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "1000";
particles = "Torch";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(Torchemitternode)
{
timeMultiple = 1;
};

 

Then put this after //--- OBJECT WRITE END ---

 

Splashprojectile.emitter= "Torchemitter";

 

But I use diff way some time 8o

 

Friday, October 20, 2006 at 8:39:54 AM

Awesome, thanks! What about other emitters, what should I add?

Elite Agent And Proud Member of the Terror Squad.

Friday, October 20, 2006 at 9:42:20 AM

Same
but u need to put this line

 

//------Snow-------//
datablock particledata(Snow)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BounceBump.png";
colors[0] = "0.900000 0.900000 0.900000 1.000000";
colors[1] = "0.900000 0.900000 0.900000 1.000000";
colors[2] = "0.900000 0.900000 0.900000 1.000000";
colors[3] = "0.900000 0.900000 0.900000 1.000000";
constantAcceleration = "0";
dragCoefficient = "0.5";
framesPerSec = "1";
gravityCoefficient = "-10000000";
inheritedVelFactor = "100";
lifetimeMS = "100000";
lifetimeVarianceMS = "1";
sizes[0] = "1";
sizes[1] = "5";
sizes[2] = "3";
sizes[3] = "10";
spinRandomMax = "0";
spinRandomMin = "0";
spinSpeed = "10000";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "1";
times[1] = "1.2";
times[2] = "1.5";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};
datablock particleemitterdata(Snowemitter ) <----- this
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "50";
periodVarianceMS = "20";
ejectionVelocity = "500";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "2048";
particles = "Snow";
phiReferenceVel = "200";
phiVariance = "360";
thetaMax = "90";
thetaMin = "60";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(Snowemitternode)
{
timeMultiple = 99;
};

 

 

Snowemitter

 

Then put it here like this

 

Splashprojectile.emitter= "Snowemitter "; <----- put it here

 

 

 

Last edited: Friday, October 20, 2006 at 10:50:22 AM

Friday, October 20, 2006 at 10:48:51 AM

Okay, what about a laser for a speedy?

Elite Agent And Proud Member of the Terror Squad.

Friday, October 20, 2006 at 10:53:41 AM

Im not sure I like the snow for the bounce, can you just please show me all the nodes you have?

Elite Agent And Proud Member of the Terror Squad.

Friday, October 20, 2006 at 11:02:01 AM

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