Forums Index >> Modding >> Emitter difference?
Page : <1> :
Actually look a little closer Comp
They are not the same
TOP
ejectionPeriodMS = 73;
periodVarianceMS = 50;
ejectionVelocity = 1.5;
Vs
BOTTOM
ejectionPeriodMS = "20";
periodVarianceMS = "10";
ejectionVelocity = "0";
The quotation marks are there to define the variable
Whether it be an object, a texture or a definition (#)
And on my PC capitals are important
Datablock ParticleData(area) is a different function than
Datablock particledata(area)
Hope ths helps :-)
Last edited: Sunday, July 24, 2005 at 6:17:41 PM
Oh so the smoke coming out from a tank is a different function than an emitter! Oh I get it now! Thanks Rooster.
-CUC-
- b20
-CUC-, the smoke coming from tanks IS an emitter(smokeemitter is default) ;)
@CUC
E-mail me any problems you have with emitters and I will be happy to help you!
Just a suggestion.
I know plenty about emitters so I can explain to you anything you want! XD
XxX_CS_XxX
Page : <1> :
Ok I found out something strange when playing around with emitters.
For example:
Datablock ParticleData(area)
{
textureName = "~/data/shapes/tanks/healthflash.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(areaEmitter)
{
ejectionPeriodMS = 73;
periodVarianceMS = 50;
ejectionVelocity = 1.5;
velocityVariance = 0.5;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "area";
};
Datablock particledata(area)
{
constantAcceleration = "0";
dragCoefficient = "1";
framesPerSec = "1";
gravityCoefficient = "0";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "100";
sizes[0] = "3";
sizes[1] = "0.5";
sizes[2] = "0.3";
sizes[3] = "0.1";
spinRandomMax = "360";
spinRandomMin = "0";
spinSpeed = "100";
textureName = "game/data/shapes/common/powerupflash.png";
times[0] = "2";
times[1] = "3";
times[2] = "4";
times[3] = "5";
useInvAlpha = "0";
windCoefficient = "0";
};
datablock particleemitterdata(areaemitter)
{
ejectionOffset = "0";
ejectionPeriodMS = "20";
periodVarianceMS = "10";
ejectionVelocity = "0";
velocityVariance = "0.5";
particles = "areaeffect";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
};
I have noticed that if the first numbers I showed you, is the same as the bottom numbers, it will not turn out exacly like the emitter you wanted. I think the "_"; quatation marks at the last emitter has to do something with it? It is very strange that if the top numbers was the same with the bottom numbers, it will not turn out exactly like it. Is using quatation marks a way of building your emitter?
-CUC-
- b20
Last edited: Sunday, July 24, 2005 at 4:59:01 PM