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Can anybody help

Sunday, May 29, 2005 at 1:09:53 AM

Sunday, May 29, 2005 at 11:41:39 AM

@ Appleyard....

I clicked on your link, but it says Freeweb page not found...

EDIT: Got to the page you said but, it says volcano defaults comming soon...

Now what?

Last edited: Sunday, May 29, 2005 at 2:33:44 PM

Sunday, May 29, 2005 at 2:27:42 PM

O.K. I got it to erupt.............
But, I want a somewhat calm volcano..........
What should the numbers be for a calm volcano........

Volcanodb.maxAttackDelay = "10";

Volcanodb.maxAttackRocks = "3";

Volcanodb.minAttackDelay = "10";

Volcanodb.minAttackRocks = "3";

Sunday, May 29, 2005 at 3:01:49 PM

 

 

                                        
RocketEmitterdb.ejectionPeriodMs = "XXXXX";

 

Put that on the bottom of your.mis file. I'm not sure if that will work or not. You can try it, though.
IF not, then I give you another method.

Sunday, May 29, 2005 at 4:43:45 PM

Pharm. This is off Max Cr's website if your using emitters.

THE PARTICLE DATABLOCK

Animatetexture - This specifies whether or not the particle's texture will animate. Set this to 1 if you want the texture to cycle through various art, set it to 0 if you do not.

AnimTexName[0] - This is the first frame of the animation. If you want the texture to animate, specify another texture by adding an "animtexname[1]" line. The game will loop through all specified textures if "animatetexture" is set to 1.

Colors[0] - colors[1] - These are the four stages of color. They are in RBG format, like the fog. The front of the emitter will use color 0, the end will use color 3. You can add more stages by adding more colors.

ConstantAcceleration - Whether or not the emitter will just stay put, or will constantly move forward. This will have the most effect if the emitter is used on a projectile. This is a yes/no value, so use 1 for yes, 0 for no.

DragCoefficient - it is basically the drag on the particle so if I threw a sow-ball at you how much snow would come flying off the snow ball, the higher this number the more your particle emittes (10 leaves a nice little trail and 500 leaves a huge friggen eruption)

FramesPerSec - Doesn't seem to do anything.

GravityCoefficient - How much gravity effects the particle. The larger the number, the faster it falls. A negitive value will cause the emitter to float upwards. 0 will make it stand almost still. A higher number is recommended to reduce lag.

InheritedVelFactor - this one is about the speed and direction of the emitter relative to the particle, meaning does the stuff follow the path and speed of the particle.

LifetimeMS - The time in aproximate milliseconds that the particle will remain visable. 1000 will make the emitter stay for 1 second.

LifetimeVarianceMS - Don't make this number larger than lifetimeMS. The amount of slack in either direction you give the lifetimeMS value. 400 will make lifetimeMS vary by 0.4 seconds.

Sizes[0] - sizes[3] - The size of the emitter particles. 0 indicates the front, 3 indicates the back. Do not make the emitter get bigger from front to back. You can add stages as necessary.

SpinRandomMax - The maximum amount of degrees the emitter is allowed to spin. 360 will allow free-range spinning, 0 will not allow the emitter to spin.

SpinRandomMin - The minimum amount of degrees the emitter is allowed to spin. 0 will allow free range spinning, 360 will not allow the emitter to spin.

SpinSpeed - The rate of speed that the emitter spins at. The higher the number, the faster it spins.

TextureName - The texture that the emitter uses. If you use a colored texture, colors will not be accurate.

Times[0] - times[3] - Be sure there are the same amount of times values as size values. Make sure these numbers get from smaller to bigger. Unknown use, however I believe it effects the spawn rate of particles.

UseInvAlpha - 1 will allow transparency, 0 will make the emitter solid. If your emitter is transparent, there will be more lag.

WindCoefficient - 1 is recommended to allow realism, however, if you don't want the wind to effect the emitter, set this to 0.

THE EMITTER DATA

EjectionOffset - The amount of degrees the emitter will spawn the particles. 360 will make some really funky effects.

EjectionperiodMS - The frequency of the emitter, meaning how often in milliseconds does it shoot stuff out.

PeriodVarianceMS - this should actually be under ejectionperiodMS even though it is several lines down. The variance of the frequency, meaning, how consistent does the stuff come out, lower the number the more consistant.

EjectionVelocity - The speed that the particles spawn from the emitter. The higher the number, the faster they shoot out.

VelocityVariance - This one seems to be missing, but would go right under ejectionVelocity. Basically if its time based then it is variable and is gonna be followed by a variance value. So like the others, its the variance of the velocity, meaning, how consistent is the sped of the stuff comming out.

LifetimeMS - If this is set to 0, it could be why your emitters don't show up. It's recommended that you set this to around 1000 - 5000. Any more will cause lag.

LifetimeVarianceMS - Same thing, variance of the lifetime

OrientOnVelocity - Is the emitter oriented along the path the particle is traveling? 1 for yes and 0 for no.

OrientParticles - Seems like it should do the same as orientonvelocity. I don't know what this does.

OverrideAdvance - Uknown, I haven't figured this one out

ParticleFarDist - Has something to do with the distance that the particles are viewable. A small number will make the emitters pop out of site.

Particles - Set this to the name of the PARTICLE DATABLOCK I told you how to make at the start of this tut.

PhiReferenceVel - Phi wha? Reference velocity? What is that?

PhiVariance - Spherical coordinates so in geographical terms phi is latitude (northward positive, southward negative). The values that determine the viewable angle of the emmiter.

ThetaMax - Spherical coordinates so in geographical terms theta is longitude (eastward positive, westward negative.The values that determine the viewable angle of the emmiter.

ThetaMin - Spherical coordinates so in geographical terms theta is longitude (eastward positive, westward negative. The values that determine the viewable angle of the emmiter.

UseEmitterColors - Whether or not to use the colors you specified in the particle datablock.

UseEmitterSizes - Whether or not to use the sizes you specified in the particle datablock.

 

Sunday, May 29, 2005 at 8:37:52 PM

I think he wants volcano shooting rocks.

Just find all your " new Volcano() { " lines of your mission file and turn that into

" new Volcano(target1) { "

To make a calm volcano:

Volcanodb.maxAttackDelay = "10000"; // how many milliseconds of delay till next clip, 1000 m.s. = 1 second
Volcanodb.maxAttackRocks = "3";
Volcanodb.minAttackDelay = "10000"; // same as above
Volcanodb.minAttackRocks = "3";

Lol you were on the right track but what you had would make them shoot repeatedly.


Monday, May 30, 2005 at 7:46:06 AM

^ True they were..............

Thanks everybody for your help

Monday, May 30, 2005 at 12:54:41 PM

Ehem

 

The best way to describe what happens when a volcano erupts is to shake a bottle of soda pop. This shaking builds pressure caused by a chemical reaction. When you open the pop bottle, the pop squirts out. This is what happens when a volcano erupts. The magma builds up in its chimney and mixes with gas formed from melted rock. This mixture is light and rises to the top. When it reaches the top, it explodes from the cone of the volcano. The pressure of the gases in the magma causes the volcano to erupt.

There are usually signs a volcano is going to erupt soon. Under a volcano the hot magma is stored in the magma chamber. When the magma chamber is full of magma, the sides of the volcano bulge. Most of the time, there are earthquakes right before a volcano erupts. There are also gaseous fumes, like sulfur that smell really bad.

An eruption can last from a few seconds to year, even centuries. Stromboli in Italy has erupted every few minutes over the last 2,000 years. Some volcanoes erupt all the time. Most volcanoes erupt for 3 to 4 weeks and then rest. An eruption will stop as soon as there is no more molten rock, when there is not enough gases in the magma, or when the chimney is plugged by cooled lava.

Volcanoes erupt in different ways. Some are quiet. Others are very forceful and send tons of steam, ash and rocks into the air. A Peleean volcano has the most powerful eruption. Glowing clouds of gas, steam and rock blast out of the volcano. The thick clouds drop down onto the volcano and race down its sides. These volcanoes are named after an eruption in Mount Pelee in the Caribbean that killed 30,000 people.

When a volcano erupts, magma bursts out. Dust, gas, steam and hot rock shoot into the sky. Streams of magma called lava come to the surface and pour from the top of the volcano and down its sides. Sometimes the eruption is so loud it sounds like an explosion. Hot magma cools as it rises to the top. Some of it becomes solid on the way up. The solid pieces are blasted out in the eruption. The smaller pieces about the size of marbles are known as volcanic ash and the larger ones are called volcanic bombs. Volcanic bombs can be as big and as heavy as trucks. The very small particles are called volcanic dust.

Lava flows as long as it is in liquid form and usually flows slowly. The thicker the lava, the slower it moves. Thicker lava does not travel very far and will pile up to make rocks. The hotter the lava, the faster it flows. In 1977 the lava from a volcano in Africa was so hot people and animals running away from it were killed.

It can take as little as days for the lava to cool or it can take years. In Mexico, there is a volcano where people can still light sticks of wood from the lava that erupted over 40 years ago. Volcanologists have been able to stop the lava from flowing by building barricades of stone. They can also cool the lava by spraying water on it.

Even we can stop lava from flowing by using water, water will not stop a volcano from erupting. If you put water down a volcano’s chimney, the water would turn to vapor and would cause an explosion. In 1943, American planes dropped 2 bombs in the crater of Vesuvius and stopped the eruption. The bombs formed a crack at the bottom of the crater and lava flowed out. This lessened the pressure that was building. Americans also exploded dynamite in a Mexican volcano in 1919. The pressure was released when thick lava came to the center of the crater. These were the only 2 ways I found to stop a volcano from erupting.

A volcano spits out steam. The steam comes from water that has seeped through the rocks from the sea or from rivers. The steam is blown into the air. It cools and forms water droplets. If there is enough steam, there an be a rainstorm. When the rain mixes with ash, it forms a thick black mud. This is called lahar.

 

Sorry, I couln't resist. :) :P

Monday, May 30, 2005 at 5:54:00 PM

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