Forums Index >> Modding >> the USA bullet
Page : <1> :
Oooooooooooooooo so many lines...... MUST TAKE! It looks like it is going to be good! XD
It is! XD
So its just an emitter and an explosion big whoop..................... So wats it do? ;)
I am working on another but this is just my first :)
Coming up THE FLASH FLOOD :P
Very NICE weapon! :) XD ;) %) :P B) :) XD ;) %) :P B)
Thank you
Still workin on the other 1
Umm...It's sort of Red, Orange, and Orange again. How is that patriotic?
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
Same gkid........
Hmmm..... Ill repaste it soon ill double check...
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 ;)
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
//--- 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?
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
The emitter u put above //--- OBJECT WRITE BEGIN ---
New SimGroup(MissionGroup) {
MusicTrack = "Lush";
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?
With all of that added, it does that.
Last edited: Monday, March 29, 2004 at 9:52:16 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
I will have a creenie of the emitter soon....
Well, mine sure isnt working, nothing like that. The only thing that worked was the powerup flash.
What exactly is a emitter???
A emitter is what makes the smoke like particles come out from the bullet...
In other words a smoking bullet :P
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?
Looks hard 2 me... :'(
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....
How do u make an emitter?
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
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 :)
Click the smiley to find out :(
Oops it's in da same forum...
Hey tank I need help go 2 my latest tread only 1 post by me plz I need your help...
Ok I was working on some emitters and I got one that has Christmas colors so I thought I should give to you guys :)
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";
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.
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
Why does it matter if there is a capital cuz it work on mine........so it dont matter ;)
Yea, I use capitols all the time "What you talkin' 'bout Spunk?"
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.
I think you mean -log 1. :)
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.
Oh, I thought you wanted a continuos console.log, my mistake.
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.
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. :)
How do I make a weapon?
I am thinking of making a bummble bee for a weapon is that possibal?
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?
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
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";
Page : <1> :
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