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Hello I need help on how to make a brain that seperates from a tank fly away slowly and not disapear for awile. I know I can do this in the special.cs but not sure of the settings to make it work. Please can any1 help me?

 

Thursday, January 19, 2006 at 12:55:28 AM

Look in tankFx.cs

 

                                        
corpseRotateRate = 0.06; // how fast to rotate around dead tank -- 1 = 1/sec
corpseShakeTime = 0.8; // how long to shake dead tank before flipping -- in seconds
corpseShakeSpeed = 1.0; // bigger number, fast shake
corpseShakeAmp = 1.0; // bigger number, bigger shake
corpseJumpHeight = 0.5; // height corpse jumps, in meters
corpseFlipSpeed = 0.3; // how fast to flip dead tank -- seconds to flip
corpseSmokeTime = 4.0; // how long to keep smoking after flipped -- in seconds
corpseFadeTime = 4.0; // at what time to fade out tank after death -- in seconds
corpseFadeSpeed = 1.0; // how long to spend fading tank -- in seconds

 

 

Thursday, January 19, 2006 at 6:40:04 AM

Thats for how the tank dies, I already figured that out and made my tanks fade away slowly after death. I need to know how to change the way the brain flys out like the speed of it and how long it stays visable when flying through the air.

 

Thursday, January 19, 2006 at 11:55:46 AM

This is what I have been looking at in the special.cs but can't figure out how to change it to what I want. I tried changing the velocity and inheritvelocity but could only get it to fly out slow. The brain still disapears almost right away.

Datablock ProjectileData(BrainProjectile)
{
velocity = 0.5; // meters per second
inheritVelocity = 0.50; // how much of shooters velocity to inherit
numBounce = 8; // usually 0
bounceFactor = 0.5;
splashArea = 0.0; // usually 0
count = 0; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 0; // in milliseconds
burstDelay = 0; // milliseconds until next burst if button held down
burstCount = 0; // number of projectiles to fire per burst
synchTime = 0; // synch over this many milliseconds
synchBefore = 0; // synch if not older than this in milliseconds
damage = 0; // usually 1
gravityScale = 0.0; //
sizeScale = 0.2; // scale of projectile (meters for bitmaps)
resource = ""; // shape or bitmap
tankExplosion = ""; // datablock for explosion
bounceExplosion = ""; // datablock for explosion
otherExplosion = ""; // datablock for explosion
reticle = "";
emitter = "RocketEmitter";

 

Last edited: Thursday, January 19, 2006 at 12:04:19 PM

Thursday, January 19, 2006 at 11:58:28 AM

Please can some1 help?

 

Thursday, January 19, 2006 at 8:25:02 PM

I was never able to do that, but if I had to guess....change "saveOldCartridge". Hope this might work...

Thursday, January 19, 2006 at 9:36:29 PM

Ok I will try that thx, btw how does every1 get those stairs under there names? Lol

 

Friday, January 20, 2006 at 12:20:28 AM

I don't see any stairs, but if you are asking about the stars: It goes by the number of posts you have made. :)

Friday, January 20, 2006 at 7:29:40 AM

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