Forums Index >> Modding >> How Do I Do Emitters?
Page : <1> :
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
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
Page : <1> :
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