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Well now.... I know how to make an emitter work but putting it in the air is a whole different scene... Wat I wanna do is put a snow emitter into the air for added realism to my new night time mod "The frosty darkŠ".
can anyone help?

Muddafugga aka ThA_BeAsTa
"If there was no such thing as pity, I'd feel nothing but contemp for you"

Thursday, March 10, 2005 at 12:50:20 AM

I don't understand what your having a problem with.
Just change the nodes z axis position (x y z) in the.mis file.

You want to make something like this right...
The Arctic
Desolate land of snow and ice

Available at www.maxworks.com

MAX

Last edited: Thursday, March 10, 2005 at 1:15:24 AM

Thursday, March 10, 2005 at 1:14:44 AM

Set reload gate with modwizard.

Here it is at mission file

New PowerUp() {
position = "41.15 25.0831 83.0342";
rotation = "0.0373977 -0.0634508 -0.997284 94.2066";
scale = "1 1 1";
dataBlock = "Reload";
lightBoost = "0";
};

Change it to

New ParticleEmitterNode(SnowEmitterNode) {
position = "41.15 25.0831 83.0342";
rotation = "0.0373977 -0.0634508 -0.997284 94.2066";
scale = "1 1 1";
dataBlock = "SnowEmitterNode";
emitter = "SnowEmitter";
velocity = "1";
};

EDIT: Be sure you have emitter called Snow in your mis. File or in you special.cs. For quick test you should use mission file. Tell us if some problems come with it. %)

Boo

Last edited: Thursday, March 10, 2005 at 5:12:05 AM

Thursday, March 10, 2005 at 5:09:55 AM

ˆ New ParticleEmitterNode

New in lower case. ;) I don't know does that matter but it's needed in function codes, function lower case.

Last edited: Thursday, March 10, 2005 at 5:13:41 AM

Thursday, March 10, 2005 at 5:12:59 AM

Errrm wat r the x and y axises?

Thursday, March 10, 2005 at 9:18:17 PM

Anybody? :S

Friday, March 11, 2005 at 9:11:58 PM

Read my comment!I think you didnt even try it...

Friday, March 11, 2005 at 9:48:24 PM

 

 

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Saturday, March 12, 2005 at 2:47:00 AM

Where do u get this emmiter it looks awesom....

Saturday, March 12, 2005 at 4:34:52 AM

first click here, then search from the file part with emitters, that is SnowEmitter one.

Last edited: Saturday, March 12, 2005 at 5:15:23 AM

Saturday, March 12, 2005 at 5:14:27 AM

@ mudda - Each object has a position in space defined by xyz. See Triv's image.
I highly suggest that you look at the Translated Mission File to learn more about the.mis file.
Goto www.maxworks.com
Under Code For The Mission File:
Translated Mission File - I have translated most of the Mission File and defined each line of code.

@ boo - I think his question is about the position of the "emitter node" not the creation of the "emitter node".
Also your link ^ is for the default special.cs. There is no snow emitter in there just Rocket, Rocksmoke, and Smoke.

@ KAG(KS) - I made that snow emitter last May.
Help yourself @ www.maxworks.com
Under Emitter Information:
special cs with emiters.zip - This is my special.cs file I use with over 20 emitters and version of ~z~'s Health Gate that works in Team Battlemode.
You don't have to use the whole special.cs. Just take out the emitters you want or use them as templates.

MAX

 

Saturday, March 12, 2005 at 12:06:15 PM

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