Forums Index >> Modding >> new emitters
Page : <1> :
It doesn't work for me...is it supposed to leave trails behind the shots? Because if it is...it doesn't work...
To leave trails behind shots all you have to do is put
Lightprojectile.emitter=rocksmokeemitter;
See nathan, I told u she would tell me how to do it some way or another, 187, u rock!
I'll try them when I get the chance =)
Cadc (sa)
**..::I am thoroughly...
amused:::..**
Sorry about that. I guess I should take more time to answer questions. There are actually three things to put insite the (). Here's an example.
Centerprintall("whatever you want to say", 5, 1);
The first thing you put is obviously the message. The second is a number, which I have set as 5, is the duration you want it to stay on the screen. The third number is how many lines. I haven't actually needed to use that one yet.
If you want to put the message on an particular individuals screen you do this.
Centerprint(123456, "what you want to say", 5, 1);
This is the same as the centerprint all command only you have to put the person's client number in first. It's usually a five or six digit number and can be found in the console when a client joins your server. One easy way to find it is to open up the console log and do a search for the person's name. Their client number will be a line or two above it. This little method also comes in handy when you want to kick someone off your server. One more command you might want to use is this one.
Clearcenterprintall();
Oh yeah... All of this is the same for bottomprint. Hope this helps.
187
Oops wrong thread
Sorry about that. I'm not sure what I did wrong. Maybe cause I copied and pasted from the.cs file. I just tested this one in the.mis file and it worked fine for me. I definitely recomend you alter it though. It's not really meant as a projectile emitter.
Datablock particledata(lightparticle)
{
AnimateTexture = "0";
AnimTexName[0] = "game/data/shapes/tanks/reticle.png";
Colors[0] = "0 1 0 1.000000";
Colors[1] = "0 1 0 1.000000";
Colors[2] = "0 1 0 0.385827";
Colors[3] = "0.000000 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] = "0.247922";
Sizes[1] = "0.745389";
Sizes[2] = "0.84409";
Sizes[3] = "1.54513";
SpinRandomMax = "500";
SpinRandomMin = "-90";
SpinSpeed = "1";
TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";
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";
};
Hope that one works better.
187
Last edited: Sunday, February 01, 2004 at 9:02:55 AM
Ok This doesn't work either. It looks fine until I submit it, then all of the text gets pushed to the left and blank lines inserted between every line. I guess I'll have to post this stuff on garagegames. I'll figure it out later.
187
Use code boxes. -z- did them, let me test.
datablock simplydb(namer) {;
Yup. Use tt tags.
Last edited: Sunday, February 01, 2004 at 2:48:02 AM
Datablock particledata(lightparticle)
{
AnimateTexture = "0";
AnimTexName[0] = "game/data/shapes/tanks/reticle.png";
Colors[0] = "0 1 0 1.000000";
Colors[1] = "0 1 0 1.000000";
Colors[2] = "0 1 0 0.385827";
Colors[3] = "0.000000 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] = "0.247922";
Sizes[1] = "0.745389";
Sizes[2] = "0.84409";
Sizes[3] = "1.54513";
SpinRandomMax = "500";
SpinRandomMin = "-90";
SpinSpeed = "1";
TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";
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";
};
Last edited: Monday, February 02, 2004 at 9:16:42 AM
Thanks for the correction, Marrick, but here in the states that is the way we actually spell "colors". ANd just in case you try to copy the above scripts to use from here they won't work. For some reason the tt tags aren't working for me. So I have posted them on GG, just to let you know.
I think you should have also added thethread where you put it but since I'm good at sifting through garbage, not that I have any personal experience, I'll put it up.
And I'm not a stalker!
...
Last edited: Wednesday, February 18, 2004 at 5:02:35 PM
Page : <1> :
Once you learn how to add emitters to weapons you'll find you can make some pretty amazing changes and seriously cool weapons. But Think Tanks only has three emitters in the game. So you are very limited in the changes you can make. If you try and throw some particleemitternodes into the mix forget about it. The best thing to do is just leave the ones that are already there alone and just create new ones. Here is a simple example of how to do it.
Add this to beginning of your.mis file and you now have a new particle, particleemitter, and particleemitternode. The names of each are in (). Make as many as you want using this format.
187
Datablock particledata(projectile1particle)
{
AnimateTexture = "0";
AnimTexName[0] = "game/data/shapes/common/electro03.png";
Colors[0] = "0 0 1 1.000000";
Colors[1] = "0 0 1 1.000000";
Colors[2] = "0 0 1 0.385827";
Colors[3] = "0 0 1 0.000000";
ConstantAcceleration = "0";
DragCoefficient = "0.99218";
FramesPerSec = "1";
GravityCoefficient = "0";
InheritedVelFactor = "0";
LifetimeMS = "100";
LifetimeVarianceMS = "1000";
Sizes[0] = "0.51492";
Sizes[1] = "0.24519";
Sizes[2] = "0.74571";
Sizes[3] = "0.9451";
SpinRandomMax = "500";
SpinRandomMin = "-90";
SpinSpeed = "0";
TextureName = "game/data/shapes/tanks/speedyprojectile.jpg";
Times[0] = "2";
Times[1] = "4.2";
Times[2] = "8.49804";
Times[3] = "10";
UseInvAlpha = "1";
WindCoefficient = "1";
};
//
Datablock particleemitterdata(projectile1emitter)
{
ClassName = "ParticleEmitterData";
EjectionOffset = "0";
EjectionPeriodMS = "10";
EjectionVelocity = "0";
LifetimeMS = "0";
LifetimeVarianceMS = "0";
OrientOnVelocity = "0";
OrientParticles = "0";
OverrideAdvance = "0";
ParticleFarDist = "1000";
Particles = "projectile1particle";
PeriodVarianceMS = "9";
PhiReferenceVel = "0";
PhiVariance = "360";
ThetaMax = "90";
ThetaMin = "90";
UseEmitterColors = "0";
UseEmitterSizes = "0";
VelocityVariance = "0";
};
Datablock ParticleEmitterNodeData(projectile1emitternode)
{
TimeMultiple = 80;
};
Last edited: Sunday, February 01, 2004 at 9:04:02 AM