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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Emitter on a shield
If someone can give me a code for the emitter on a shield, I'd be glad. I don't need the emitter itself, just the variable you have to add, and where in the code you add it. Thanks.
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Mon Mar 10, 2008 4:48 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Emitter on a shield
Here is where you put the addemitter on the code!Code: SupportOffset = Vector X = [/#] Y = [/#] SharpLength = [/#] ( <- After This Put ) AddAttachable = Attachable ( <- Put This ) CopyOf = [/emitter] ParentOffset = Vector X = [/#] Y = [/#]
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Mon Mar 10, 2008 5:58 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Emitter on a shield
Thanks, even though I got help from FoiL
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Mon Mar 10, 2008 7:22 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Emitter on a shield
war_man333 wrote: Thanks, even though I got help from FoiL K, it's alright!
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Mon Mar 10, 2008 8:41 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitter on a shield
You guys do realise that you can add an attachable at any point in the variable list, don't you?
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Mon Mar 10, 2008 11:20 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Emitter on a shield
:O Oh, oh, WHOOPS!
So, a MOPixel with and emitter is possible?
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Mon Mar 10, 2008 11:22 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitter on a shield
Not sure pixels support attachables.
What I mean is that your thing about CODE GOES AFTER THIS LINE is false.
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Mon Mar 10, 2008 11:50 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Emitter on a shield
MOSParticles and MOPixels cannot have attachments, however cool that would be. And they don't need to be in a specific place, I usually put my attachments after the DeepCheck line though, I'm not sure why.
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Tue Mar 11, 2008 7:38 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Emitter on a shield
So it can be like this ... Code: AddEffect = MOSRotating AddAttachable = Attachable CopyOf = [/emitter] ParentOffset = Vector X = [/#] Y = [/#] InstanceName = Helmet Gib
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Tue Mar 11, 2008 7:58 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Emitter on a shield
Yes, although that'd be a little bit confusing.
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Tue Mar 11, 2008 8:14 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Emitter on a shield
Uhm guys, it doesn't matter, the shield worked but it was very unhandy. A shield with a laser on. Cool idea right? Well, once you drop a weapon, the weapon is destroyed. Once you get out of a rocket, the rocket explodes into so many pieces that the game is in near crash state. So instead, I'll just remove the emitter, and add a round to the shield, so YOU decide when the laser is 'emitted'.
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Tue Mar 11, 2008 2:13 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Emitter on a shield
Same issue with the laser bayonet.
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Wed Mar 12, 2008 4:24 am |
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