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Datablock ParticleData(Fireball)
Particles = "FireballParticle";
The first one must be named the same as this here...
If you don't have the spark particle it won't work, and NOTHING can be Capitalized in the emitter datablock...
And get rid of the spaces seperating the two datablocks...
Can You Give Us An Example of what it Does, Does it not show, does it say Missing Particle Texture... Try Using a dedicated and it will tell you whats wrong, repost here of what it says and I'll help you the rest of the way-
Ex./ Error.Line ####
`FireballEmitter' is not part of the...
Here Is MAX CR's Website he has all sorts of excellent things that can help you with your problem.
Last edited: Thursday, July 20, 2006 at 8:11:27 PM
Ok this is what it looks like now
Datablock ParticleData(fireball)
{
dragCoefficient = 0;
gravityCoefficient = 0.222222;
windCoefficient = 25.2941;
inheritedVelFactor = 0.00978474;
constantAcceleration = 0;
lifetimeMS = 480;
lifetimeVarianceMS = 224;
useInvAlpha = 0;
spinRandomMin = -30;
spinRandomMax = 392;
textureName = "game/data/shapes/common/spark.png";
spinSpeed = 79.4118;
times[0] = 0.74902;
times[1] = 1;
colors[0] = "0.708661 0.086614 0.000000 1.000000";
colors[1] = "0.874016 0.000000 0.000000 1.000000";
sizes[0] = 0.787402;
sizes[1] = 0;
};
datablock ParticleEmitterData(FireballEmitter)
{
ejectionPeriodMS = 39;
periodVarianceMS = 9;
ejectionVelocity = 1.75;
velocityVariance = 0.07;
ejectionOffset = 0;
thetaMin = 9;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = 0;
lifetimeMS = 480;
orientParticles= 0;
orientOnVelocity = 1;
particles = "Fireball";
};
And in my mod
Splashprojectile.emitter= "fireballemitter";
Bounceprojectile.emitter= "fireballemitter";
speedyprojectile.emitter= "fireballemitter";
I tried a deticated and it says
datablock particle data (##f##ireball)
{
dragCoefficient = 0;
gravity coefficient = 0.222222
>>> error report complete
then it says
Object 'fireballemitter' is not a member of the 'particleemitterdata' block
3 times
Last edited: Friday, July 21, 2006 at 5:00:24 AM
Fireball and fireball are different either use capitals or not but make sure they match all the way through, you have used datablock ParticleData(fireball) and then datablock ParticleEmitterData(FireballEmitter) and then particles = "Fireball"; so you have 1 x fireball and 2 x Fireball
Next all the values need to be inside "" marks like: gravityCoefficient = "0.222222"; This applies to every line with a value.
Next at the very bottom after
particles = "Fireball";
};
Put this text
datablock ParticleEmitterNodeData(Fireballemitternode)
{
timeMultiple = 1;
};
Oh and make sure you text in the mission file matches the way you have defined the emitter in the special.cs
Splashprojectile.emitter= "fireballemitter";
Or
Splashprojectile.emitter= "Fireballemitter";
Whichever way you describe it.
Finally remember to delete the special.cs.dso file everytime you make a change to the special.cs file so that TT recompiles the special.cs with the changes when the dedicated server launches.
Try that and see what you get
Daz
Last edited: Friday, July 21, 2006 at 5:22:33 AM
I put it back in tried my lvl and still the emitter doesn't show
This is all the emitters in the special.cs
Datablock ParticleData(Rocket)
{
textureName = "~/data/shapes/tanks/smoke.png";
dragCoefficient = 1.0;
gravityCoefficient = -0.2;
inheritedVelFactor = 0.3;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "0.36 0.21 0.21 0.4";
colors[3] = "0 0 0 0";
sizes[0] = 0.35;
sizes[1] = 0.85;
sizes[2] = 1.95;
sizes[3] = 2.95;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 0.5;
times[3] = 1.0;
};
Datablock ParticleEmitterData(RocketEmitter)
{
ejectionPeriodMS = 28;
periodVarianceMS = 27;
ejectionVelocity = 1.5;
velocityVariance = 0.5;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "Rocket";
};
Datablock ParticleData(Fireball)
{
dragCoefficient = "0";
gravityCoefficient = "0.222222";
windCoefficient = "25.2941";
inheritedVelFactor = "0.00978474";
constantAcceleration = "0";
lifetimeMS = "480";
lifetimeVarianceMS = "224";
useInvAlpha = "0";
spinRandomMin = "-30";
spinRandomMax = "392";
textureName = "game/data/shapes/common/spark.png";
spinSpeed = "79.4118";
times[0] = "0.74902";
times[1] = "1";
colors[0] = "0.708661 0.086614 0.000000 1.000000";
colors[1] = "0.874016 0.000000 0.000000 1.000000";
sizes[0] = "0.787402";
sizes[1] = "0";
};
datablock ParticleEmitterData(FireballEmitter)
{
ejectionPeriodMS = "39";
periodVarianceMS = "9";
ejectionVelocity = "1.75";
velocityVariance = "0.07";
ejectionOffset = "0";
thetaMin = "9";
thetaMax = "90";
phiReferenceVel = "0";
phiVariance = "360";
overrideAdvances = "0";
lifetimeMS = "480";
orientParticles= "0";
orientOnVelocity = "1";
particles = "Fireball";
};
datablock ParticleEmitterNodeData(Fireballemitternode)
{
timeMultiple = 1;
};
Datablock ParticleData(Smoke)
{
textureName = "~/data/shapes/tanks/smoke.png";
dragCoefficient = 1.0;
gravityCoefficient = -0.2;
inheritedVelFactor = 0.3;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "0.36 0.21 0.21 0.4";
colors[3] = "0 0 0 0";
sizes[0] = 0.52;
sizes[1] = 1.25;
sizes[2] = 1.75;
sizes[3] = 2.95;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 0.5;
times[3] = 1.0;
};
Datablock ParticleEmitterData(SmokeEmitter)
{
ejectionPeriodMS = 73;
periodVarianceMS = 50;
ejectionVelocity = 1.5;
velocityVariance = 0.5;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "Smoke";
};
Last edited: Friday, July 21, 2006 at 6:21:40 AM
^ no
Nothing wrong with it dude other than changing
datablock ParticleData(Fireball)
{
dragCoefficient = 0;
gravityCoefficient = 0.222222;
windCoefficient = 25.2941;
inheritedVelFactor = 0.00978474;
constantAcceleration = 0;
lifetimeMS = 480;
lifetimeVarianceMS = 224;
useInvAlpha = 0;
spinRandomMin = -30;
spinRandomMax = 392;
textureName = "game/data/shapes/common/spark.png";
spinSpeed = 79.4118;
times[0] = 0.74902;
times[1] = 1;
colors[0] = "0.708661 0.086614 0.000000 1.000000";
colors[1] = "0.874016 0.000000 0.000000 1.000000";
sizes[0] = 0.787402;
sizes[1] = 0;
};
datablock ParticleEmitterData(FireballEmitter)
{
ejectionPeriodMS = 39;
periodVarianceMS = 9;
ejectionVelocity = 1.75;
velocityVariance = 0.07;
ejectionOffset = 0;
thetaMin = 9;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = 0;
lifetimeMS = 480;
orientParticles= 0;
orientOnVelocity = 1;
particles = "Fireball";
};
Thats how it should look. And if your missions dont load after deleting the special.cs.dso then that means you screwed around with the special.cs and now it won't load it.
Get a new special.cs (the original one) and then copy your emitter to it and replace your special.cs file.
Last edited: Friday, July 21, 2006 at 8:11:59 AM
I've personally never worked whit special.cs. I usually just copy the emitters after //Object Write End, and then add the Splashprojectile.emitter= "EMITTER";
So, it should look quite like this:
// Object Write Begin
Here is your mission (objects, skies,...)
// Object Write End
d
atablock ParticleData(Fireball)
{
dragCoefficient = 0;
gravityCoefficient = 0.222222;
windCoefficient = 25.2941;
inheritedVelFactor = 0.00978474;
constantAcceleration = 0;
lifetimeMS = 480;
lifetimeVarianceMS = 224;
useInvAlpha = 0;
spinRandomMin = -30;
spinRandomMax = 392;
textureName = "game/data/shapes/common/spark.png";
spinSpeed = 79.4118;
times[0] = 0.74902;
times[1] = 1;
colors[0] = "0.708661 0.086614 0.000000 1.000000";
colors[1] = "0.874016 0.000000 0.000000 1.000000";
sizes[0] = 0.787402;
sizes[1] = 0;
};
d
atablock ParticleEmitterData(FireballEmitter)
{
ejectionPeriodMS = 39;
periodVarianceMS = 9;
ejectionVelocity = 1.75;
velocityVariance = 0.07;
ejectionOffset = 0;
thetaMin = 9;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = 0;
lifetimeMS = 480;
orientParticles= 0;
orientOnVelocity = 1;
particles = "Fireball";
};
Splashprojectile.emitter= "Fireballemitter";
That is how I did it.
And if you want to work whit special.cs, I would suggest placing exec("game/server/special.cs");
before // Object Write Begin. Like this
e
xec("game/server/special.cs");
// Object Write Begin
Here is your mission (objects, skies,...)
// Object Write End
Splashprojectile.emitter= "Fireballemitter";
I hope this helped a bit.
EDIT: Make sure datablock is not capitilized.
Last edited: Friday, July 21, 2006 at 11:08:19 PM
Page : <1> :
Ok im tring to get emitters to work on my mod and I've tried to use some that other modders have used but when I put them in and such it doesn't work!
This is in special.cs I replaced it with the rocksmoke emitter like some one had siad in a post.
Datablock ParticleData(Fireball)
{
dragCoefficient = 0;
gravityCoefficient = 0.222222;
windCoefficient = 25.2941;
inheritedVelFactor = 0.00978474;
constantAcceleration = 0;
lifetimeMS = 480;
lifetimeVarianceMS = 224;
useInvAlpha = 0;
spinRandomMin = -30;
spinRandomMax = 392;
textureName = "game/data/shapes/common/spark.png";
spinSpeed = 79.4118;
times[0] = 0.74902;
times[1] = 1;
colors[0] = "0.708661 0.086614 0.000000 1.000000";
colors[1] = "0.874016 0.000000 0.000000 1.000000";
sizes[0] = 0.787402;
sizes[1] = 0;
};
Datablock ParticleEmitterData(FireballEmitter)
{
EjectionPeriodMS = 39;
periodVarianceMS = 9;
ejectionVelocity = 1.75;
velocityVariance = 0.07;
ejectionOffset = 0;
thetaMin = 9;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = 0;
lifetimeMS = 480;
orientParticles= 0;
orientOnVelocity = 1;
particles = "FireballParticle";
};
Then I put this in my mod. After the object end thing
Splashprojectile.emitter= "fireballEmitter";
Bounceprojectile.emitter= "fireballemitter";
Speedyprojectile.emitter= "fireballemitter";
Ty GåMeF®EåK for making this emitter.
I'm trying other modders emitter to try and figure out how the emitters work right now so in my mods now I give credit to the modders who made these emitters
Last edited: Friday, July 21, 2006 at 4:47:33 AM