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This requires particle emitter nodes... But I am so nice that I will give u the code!!!!

Here it is:

Put this at the beginning of the.mis file u want the bullet to be in:

datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 0.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

 

Put this at the end of the.mis file:

lightprojectile.emitter = "lightparticleemitter";

And

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

If u did I correctly the missle should be red and white and the explosion aqua.

Enjoy!

--Tankster

Last edited: Sunday, March 28, 2004 at 12:58:32 AM

Sunday, March 28, 2004 at 12:57:30 AM

Oooooooooooooooo so many lines...... MUST TAKE! It looks like it is going to be good! XD

Sunday, March 28, 2004 at 12:31:31 PM

It is! XD

Sunday, March 28, 2004 at 1:30:00 PM

So its just an emitter and an explosion big whoop..................... So wats it do? ;)

Sunday, March 28, 2004 at 2:40:02 PM

I am working on another but this is just my first :)

Coming up THE FLASH FLOOD :P

Sunday, March 28, 2004 at 3:47:29 PM

Very NICE weapon! :) XD ;) %) :P B) :) XD ;) %) :P B)

Sunday, March 28, 2004 at 5:50:00 PM

Thank you

Still workin on the other 1

Sunday, March 28, 2004 at 6:21:20 PM

Umm...It's sort of Red, Orange, and Orange again. How is that patriotic?

 

Sunday, March 28, 2004 at 8:25:13 PM

Well, I couldnt find anything more white soooo...... That is kinda white, wait I might've made a mistake......

In stead of Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png"; put Defaultexplosion.resource = "game/data/shapes/common/jet.png";

I think this will work

Last edited: Sunday, March 28, 2004 at 10:35:35 PM

Sunday, March 28, 2004 at 10:35:02 PM

Same gkid........

Monday, March 29, 2004 at 12:02:22 AM

Hmmm..... Ill repaste it soon ill double check...

Monday, March 29, 2004 at 12:19:29 PM

THE FLASH FLOOD is here!!!!!!

Here it is:

lightprojectile.resource = "game/data/shapes/common/powerupflash.png";

Lightexplosion.resource = "game/data/shapes/common/powerupflash.png";

Lightprojectile.damage = 10;

Lightprojectile.count = 500;

Lightprojectile.burstcount = 999;

Lightprojectile.gravityscale = 2.5;

Lightprojectile.velocity = 25;

Lightprojectile.sizescale = 5;

Lightprojectile.reloadtime = 1;

Lightprojectile.burstdelay = 1;

Lightexplosion.startscale = 10;

Lightexplosion.endscale = 300;

Lightprojectile.numbounce = 500.0;

Lightprojectile.bounceFactor = 0.08;

Lightbump.resource = "game/data/shapes/common/powerupflash.png";

Lightbump.startscale = 5;

Lightbump.endscale = 1;

Remember to put this at the end of the.mis file ;)

Monday, March 29, 2004 at 12:44:32 PM

Here.....

datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 1.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

 

And....

lightprojectile.emitter = "lightparticleemitter";

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

Do the same thing as before XD

Monday, March 29, 2004 at 12:49:31 PM

//--- OBJECT WRITE BEGIN ---

New SimGroup(MissionGroup) {

MusicTrack = "Lush";

Ok, that is the begining of the.mis, do I put it above that, or below it, if below where at below?

Monday, March 29, 2004 at 7:45:10 PM

I am confused what do I put where? This is very very confusin do I put this stuff before write begin or write end? Or am I just 2 dumb 2 know what I am dooin? :S

Monday, March 29, 2004 at 7:58:49 PM

The emitter u put above //--- OBJECT WRITE BEGIN ---

New SimGroup(MissionGroup) {

MusicTrack = "Lush";

Monday, March 29, 2004 at 8:51:36 PM

Datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 1.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

//--- OBJECT WRITE BEGIN ---

New SimGroup(MissionGroup) {

MusicTrack = "Lush";

So it would look like that?

Monday, March 29, 2004 at 8:53:13 PM

With all of that added, it does that.

 

Last edited: Monday, March 29, 2004 at 9:52:16 PM

Monday, March 29, 2004 at 9:51:37 PM

Could you post a screenie, I want to see what mine looks like compared to yours.

Last edited: Monday, March 29, 2004 at 10:41:35 PM

Monday, March 29, 2004 at 10:30:51 PM

I will have a creenie of the emitter soon....

Monday, March 29, 2004 at 11:00:52 PM

Well, mine sure isnt working, nothing like that. The only thing that worked was the powerup flash.

Monday, March 29, 2004 at 11:15:36 PM

What exactly is a emitter???

Monday, March 29, 2004 at 11:50:37 PM

A emitter is what makes the smoke like particles come out from the bullet...

In other words a smoking bullet :P

Tuesday, March 30, 2004 at 1:41:06 AM

Ok, tell me what im doing wrong here:

This is my emitters.cs file in server/scripts

Datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 1.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

And this is the top and bottom of my.mis file:

Exec("game/server/scripts/emitters.cs");

//--- OBJECT WRITE BEGIN ---

New SimGroup(MissionGroup) {

MusicTrack = "Lush";

And:

};

Lightprojectile.emitter = "lightparticleemitter";

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

//--- OBJECT WRITE END ---

Now what is wrong with those?

Tuesday, March 30, 2004 at 1:53:31 AM

Looks hard 2 me... :'(

Tuesday, March 30, 2004 at 1:55:08 AM

Put:

Lightprojectile.emitter = "lightparticleemitter";

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

At the END of the.mis file under //---OBJECT WRITE END---

That should fix yu up....

Tuesday, March 30, 2004 at 12:50:00 PM

How do u make an emitter?

Tuesday, March 30, 2004 at 1:04:57 PM

You can do either gkid, and it still didnt work even when I put it under. :(

Last edited: Tuesday, March 30, 2004 at 8:52:24 PM

Tuesday, March 30, 2004 at 8:47:19 PM

Er where do I download tis U.S.A. Bullet cause I have a U.S.A MOD so it will come in handy lol :)

Wednesday, March 31, 2004 at 1:27:39 PM

Click the smiley to find out :(

Wednesday, March 31, 2004 at 8:54:15 PM

Oops it's in da same forum...

Wednesday, March 31, 2004 at 8:58:05 PM

Hey tank I need help go 2 my latest tread only 1 post by me plz I need your help...

Wednesday, March 31, 2004 at 8:58:50 PM

Ok I was working on some emitters and I got one that has Christmas colors so I thought I should give to you guys :)

Tuesday, May 18, 2004 at 1:37:50 AM

Here put this at the top of your.mis file you want it to be in

Datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "0 0 0.1111111 1.000000";

Colors[1] = "0. 0.7777777555 0 1.000000";

Colors[2] = "0.555555111 0 0 1.000000";

Colors[3] = "0 0 0 1.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "800";

LifetimeVarianceMS = "250";

Sizes[0] = "1.847922";

Sizes[1] = "1.745389";

Sizes[2] = "1.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "500";

SpinRandomMin = "-90";

SpinSpeed = "1";

TextureName = "game/data/shapes/tanks/Muzzleflash.png";

Times[0] = "9";

Times[1] = "0.2";

Times[2] = "0.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

Then at the bottom of your.mis file put this

Lightprojectile.emitter = "lightparticleemitter";

Tuesday, May 18, 2004 at 1:39:39 AM

There must be some part I am missing.

I can get the FlameThrower emitter to shoot up out of the ground, but I can't seem to get any of these emitters to work with a projectile.

Tuesday, May 18, 2004 at 5:05:22 PM

Make sure to add lightprojectile.emitter = "flamethroweremitter"; for the Flamethrower emitter to work on bullets, and to add lightprojectile.emitter = "lightparticleemitter"; for others. There are NOT supposed to be capitals for the first letter in any emitters. They just don't know how to use codeblocks. :)

 

Last edited: Tuesday, May 18, 2004 at 6:07:28 PM

Tuesday, May 18, 2004 at 6:06:47 PM

Why does it matter if there is a capital cuz it work on mine........so it dont matter ;)

Tuesday, May 18, 2004 at 8:19:41 PM

Yea, I use capitols all the time "What you talkin' 'bout Spunk?"

Tuesday, May 18, 2004 at 8:25:08 PM

I did discover that this forum capitalizes the first word on each line.

The.cs scripts are case sensitive so that is why I could not get the particle emitters to work.

I fixed all the capitals and now they work fine.

One thing that helps debug these mods is turning on the logging feature.

In windows you need to add -log 2 to the shortcut for ThinkTanks.exe. That causes a console.log file to be created in the ThinkTanks folder. This log file can help you track down syntax errors in you modified scripts.

Wednesday, May 19, 2004 at 6:04:36 PM

I think you mean -log 1. :)

Wednesday, May 19, 2004 at 6:54:33 PM

No, I did mean -log 2.

-log 1 Creates the console.log and then continues to add to it every time you run ThinkTanks.

-log 2 Creates a new console.log replacing the old one each time you start ThinkTanks.

You can also use the -console option, but that goes away when you exit TT.

 

Thursday, May 20, 2004 at 12:07:47 AM

Oh, I thought you wanted a continuos console.log, my mistake.

Thursday, May 20, 2004 at 12:24:12 AM

No, I really don't want to keep the complete history. I just want to make sure there no syntax errors or anything.

I hate really long cluttered log files.

Thursday, May 20, 2004 at 12:29:47 AM

I keep it for reference when I am doing a long project, and after I am done I delete it out and start a new one. :)

Thursday, May 20, 2004 at 12:36:24 AM

How do I make a weapon?

Friday, May 21, 2004 at 11:35:31 PM

I am thinking of making a bummble bee for a weapon is that possibal?

Friday, May 21, 2004 at 11:36:21 PM

So lemme get this strait, I put dis above the //--- OBJECT WRITE BEGIN ---...

 

Datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 0.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

 

And I put dia after the //--- OBJECT WRITE END ---

 

Lightprojectile.emitter = "lightparticleemitter";

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

 

Right? Oh yeah, and change all the caps to lowercase, right?

 

Friday, May 21, 2004 at 11:53:28 PM

I did the same thing Zoon bot did but my map doesn't want to load... Should I put the first paragraph AFTER object write begin?

Last edited: Friday, August 06, 2004 at 12:22:03 PM

Friday, August 06, 2004 at 12:21:31 PM

Ok can you tell me what I'm doing wrong also?My map just isn't aloading with this new code in :[

Datablock particledata(lightparticle)

{

AnimateTexture = "0";

AnimTexName[0] = "game/data/shapes/tanks/reticle.png";

Colors[0] = "1 0 0 0.000000";

Colors[1] = "1 0 0 0.000000";

Colors[2] = "1 0 0 0.385827";

Colors[3] = "1.000000 1.000000 0.000000 0.000000";

ConstantAcceleration = "0";

DragCoefficient = "0.997067";

FramesPerSec = "1";

GravityCoefficient = "-0.20757";

InheritedVelFactor = "0.297456";

LifetimeMS = "500";

LifetimeVarianceMS = "250";

Sizes[0] = "4.247922";

Sizes[1] = "3.745389";

Sizes[2] = "2.84409";

Sizes[3] = "1.54513";

SpinRandomMax = "0";

SpinRandomMin = "0";

SpinSpeed = "0";

TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";

Times[0] = "1";

Times[1] = "1.2";

Times[2] = "1.498039";

Times[3] = "1";

UseInvAlpha = "1";

WindCoefficient = "1";

};

//

//

Datablock particleemitterdata(lightparticleemitter)

{

ClassName = "ParticleEmitterData";

EjectionOffset = "0";

EjectionPeriodMS = "28";

EjectionVelocity = "1.5";

LifetimeMS = "0";

LifetimeVarianceMS = "0";

OrientOnVelocity = "1";

OrientParticles = "0";

OverrideAdvance = "0";

ParticleFarDist = "1000";

Particles = "lightparticle";

PeriodVarianceMS = "27";

PhiReferenceVel = "0";

PhiVariance = "360";

ThetaMax = "90";

ThetaMin = "90";

UseEmitterColors = "0";

UseEmitterSizes = "0";

VelocityVariance = "0.5";

};

//--- OBJECT WRITE BEGIN ---

Then I have

//--- OBJECT WRITE END ---

Lightprojectile.emitter = "lightparticleemitter";
lightprojectile.emitter = "lightparticleemitter";

Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";

Friday, August 06, 2004 at 1:41:50 PM

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