Forums Index >> Modding >> Lost my smoke?
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Whenever I have a problem, I always do the following:
-Make a back-up of your current TT files.
-Re-install TT (original files)
-Install your old files one at a time (or 1 folder at a time), checking after each one if the problem is still fixed.
-Pin-point the problem file/folder, then replace it.
I know some might see this as time-consuming, but it's never failed me yet. :)
Sheena, check the tankfx.cs and special.cs files in game/server/scripts.
In the tank fx make sure your TankFxData datablock looks like what I have postred below especially check this bit
damageEmitter = "SmokeEmitter";
damageEmitterNode = "smoke1";
datablock TankFxData(DefaultTankFx)
{
corpseRotateRate = 0.06; // how fast to rotate around dead tank -- 1 = 1/sec
corpseShakeTime = 1.5; // how long to shake dead tank before flipping -- in seconds
corpseShakeSpeed = 2.5; // bigger number, fast shake
corpseShakeAmp = 5.5; // bigger number, bigger shake
corpseJumpHeight = 1.5; // height corpse jumps, in meters
corpseFlipSpeed = 1.0; // how fast to flip dead tank -- seconds to flip
corpseSmokeTime = 10.0; // how long to keep smoking after flipped -- in seconds
corpseFadeTime = 10.0; // at what time to fade out tank after death -- in seconds
corpseFadeSpeed = 1.0; // how long to spend fading tank -- in seconds
hardTankCollSound = "TankCollSound"; // sound to play when hitting other tank hard
hardTankCollVel = 10; // must be going this fast (m/s) to make hard sound
softTankCollSound = "SoftCollSound"; // soft sound
softTankCollVel = 1; // speed to make soft sound
tankCollISI = 200; // don't replay sooner than this (in ms)
hardStaticCollSound = "StaticCollSound"; // sound to play when hitting static hard
hardStaticCollVel = 10; // must be going this fast (m/s) to make hard sound
softStaticCollSound = "SoftCollSound"; // soft sound
softStaticCollVel = 1; // speed to make soft sound
staticCollISI = 200; // don't replay sooner than this (in ms)
hardGroundCollSound = "StaticCollSound"; // sound to play when hitting ground hard
hardGroundCollVel = 10; // must be going this fast (m/s) to make hard sound
softGroundCollSound = "SoftCollSound"; // soft sound
softGroundCollVel = 4; // speed to make soft sound
groundCollISI = 200; // don't replay sooner than this (in ms)
looseHeadSound = "EjectSound";
fireSound = "FireSound";
dryFireSound = "DryFireSound";
engineKnockSound = "EngineKnockSound";
engineKnockStart = 1.1; // engine starts knocking at this much damage (0-1, 0 undamaged)
engineKnockMin = 5; // min latency between knocks (when fully damaged)
engineKnockMax = 20; // max latency between knocks (when it first starts knocking)
engineSoundA = "TankIdleSound";
enginePitchA0 = 1;
enginePitchA1 = 1.4;
engineVolA0 = 0.3;
engineVolA1 = 0.2;
engineSoundB = "TankEngineSound";
enginePitchB0 = 0.8;
enginePitchB1 = 1.3;
engineVolB0 = 0.1;
engineVolB1 = 0.6;
damageEmitterStart = 0.3;
damageEmitter = "SmokeEmitter";
damageEmitterNode = "smoke1";
brainProjectile = "BrainProjectile";
};
Then in the special.cs make sure you have the emitter that the tankfx.cs refers to, i.e the actual emitter that controls the tanks smoke.
It should look like this
datablock ParticleData(Smoke)
{
textureName = "~/data/shapes/tanks/smoke.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(SmokeEmitter)
{
ejectionPeriodMS = 73;
periodVarianceMS = 50;
ejectionVelocity = 1.5;
velocityVariance = 0.5;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "Smoke";
};
datablock ParticleEmitterNodeData(Smokeemitternode)
{
timeMultiple = 1;
};
And also worth deleting the dso files and let them recompile for the special.cs and the tankfx.cs (make sure you have the cs files for these before you delete the dso's)
Let me know how you get on
Daz
Last edited: Saturday, October 14, 2006 at 1:10:10 PM
Lol^
Thanks Daz
Heh y aill try it thx
Mobble
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I finally get my codes to work but now the smoke does not work :[
My tanks are not putting out smoke when they are shot at why? Help me Help me Please!!! :P