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[ 11 posts ] |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Spawning below dropship
Where i can set the height of spawning in dropships so they spawn more below the dropship?
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Fri Aug 08, 2008 7:33 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Spawning below dropship
I am not too sure, since I have not tried it out, but perhaps it's based on a character's height? So that would mean you'd need to edit every single actor.
But I could be wrong. Haven't made dropships yet (and doubt I ever will due to their complexity).
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Fri Aug 08, 2008 7:38 pm |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Spawning below dropship
Nah it can't be every actor height. I bet it's somewhere in dropship files or in some different spawning file.
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Fri Aug 08, 2008 7:40 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Spawning below dropship
AddExit = Exit Offset = Vector
Kinda obvious. Located in DropShips.ini a bit before the drop ship's gibs
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Fri Aug 08, 2008 7:50 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Spawning below dropship
Just want to add: if you change AddExit's Y variable to a higher number like 60-75, and make the drop ships have a higher particlesperminute and burst ("size"s or "scale"s, I forgot which one), then the enemies won't get crushed by their own drop ships. Works for me, at least.
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Fri Aug 08, 2008 8:10 pm |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Spawning below dropship
Okay thanks i try out! It worked thanks!
Last edited by Manbearpig on Fri Aug 08, 2008 8:59 pm, edited 1 time in total.
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Fri Aug 08, 2008 8:51 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Spawning below dropship
uberhen wrote: Just want to add: if you change AddExit's Y variable to a higher number like 60-75, and make the drop ships have a higher particlesperminute and burst ("size"s or "scale"s, I forgot which one), then the enemies won't get crushed by their own drop ships. Works for me, at least. BurstSize and BurstScale are only applied to the first emission made by the engine, I think. Because drop ships emit constantly, it would only affect the drop ship when it's spawned.
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Fri Aug 08, 2008 8:53 pm |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Spawning below dropship
Okay no worry i got the information i wanted! thx people!
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Fri Aug 08, 2008 9:38 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Spawning below dropship
piipu wrote: BurstSize and BurstScale are only applied to the first emission made by the engine, I think. Because drop ships emit constantly, it would only affect the drop ship when it's spawned. The drop ship still has downward momentum when its hatch is opened. And since, when the drop ship is going down, it is not using any controlled downward thrust (only controlled upward thrust, but like you said, there is some uncontrolled "always on" downward thrust to provide the drop ship stability), as soon as it delivers cargo and uses downward thrust (the first retro thruster emission), the added burstsize/ scale will counter the momentum, preventing the deployed actors from being crushed. (I hope my explanation wasn't too confusing.) Anyway, you could try it for yourself. Maybe I'm wrong.
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Sat Aug 09, 2008 1:16 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Spawning below dropship
uberhen wrote: The drop ship still has downward momentum when its hatch is opened. And since, when the drop ship is going down, it is not using any controlled downward thrust (only controlled upward thrust, but like you said, there is some uncontrolled "always on" downward thrust to provide the drop ship stability), as soon as it delivers cargo and uses downward thrust (the first retro thruster emission), the added burstsize/ scale will counter the momentum, preventing the deployed actors from being crushed. (I hope my explanation wasn't too confusing.) Anyway, you could try it for yourself. Maybe I'm wrong. You can test this by setting the BurstSize of Engine A to be twice as big as B. It will only be bigger when the engine is 'started', so only when the ship is spawned or when it's crashed so that the engines go off for a while.
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Sat Aug 09, 2008 8:41 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Spawning below dropship
piipu wrote: You can test this by setting the BurstSize of Engine A to be twice as big as B. It will only be bigger when the engine is 'started', so only when the ship is spawned or when it's crashed so that the engines go off for a while. You're right about the engines. The drop ship immediately crashed into the ground because the emission was so strong as soon as it was spawned. However, I forgot to add to my posts that I was talking about the retro thruster on the drop ships, not the actual engines. I guess we had a misunderstanding. I found that changing the burst values on the engines produced too dramatic a change; setting either the burstsize to 5 or the burstscale to 25 made the craft instantly crash. So, to anyone changing the values on their retrothruster, I would mess around with the burst values number by number until it's just barely to where you want it, then fine tune the emission strength by changing the particlesperminute.
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Sat Aug 09, 2008 9:57 am |
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