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 Jetpack halp 
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Joined: Mon Mar 05, 2007 7:46 am
Posts: 43
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Post Jetpack halp
Hello. I would like to make a 'jump' jetpack for a faction. Not really a jetpack, but jumping, like some actors have. Anyone know how to do that?


Sat Apr 17, 2010 3:12 am
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Joined: Sat Jan 31, 2009 11:34 pm
Posts: 88
Location: The U S of A's
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Post Re: Jetpack halp
there is two ways to do that, one the old fashion way, or with lua

the vanilla zombies have the old fashion way, the actual code is in Pyro.ini
Code:
AddEffect = AEmitter
   PresetName = Jump Light
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Jump Pixel Light
      Spread = 0.1
      MaxVelocity = 20
      MinVelocity = 20
      PushesEmitter = 1
/*
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetStart.wav
*/
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 1
   BurstSize = 18
   BurstSpacing = 920
   BurstScale = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Sat Apr 17, 2010 3:15 am
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Joined: Thu Oct 01, 2009 1:48 am
Posts: 51
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Post Re: Jetpack halp
So on your actor's .ini, find the line that says "Jetpack = AEmitter" and where the next line says "CopyOf = [jetpack preset name here]", change the present to "Jump Light".

On a similar topic (brace for super noob question): does the force the jump rely on something like the actor's JumpLimbPath variables (like PushForce, etc.), or should I just make a new version of Jump Light if I don't want my actors jumping like Mario?


Sat Apr 17, 2010 3:23 am
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Joined: Sat Jan 31, 2009 11:34 pm
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Post Re: Jetpack halp
as far as I know, the Limb paths do nothing, you have to edit the the mass of the particles emitted, how many or how fast.


Sat Apr 17, 2010 3:24 am
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Jetpack halp
Twwig wrote:
make a new version of Jump Light if I don't want my actors jumping like Mario?

The jetpack is just a specialized emitter that spits out particles when you hold down the jump/up button. You can change the length of time it can be enabled somewhere, too lazy to look, possibly in the Actor.


Sat Apr 17, 2010 3:25 am
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Joined: Sat Jan 31, 2009 11:34 pm
Posts: 88
Location: The U S of A's
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Post Re: Jetpack halp
the length of time is in the actor code
Code:
JumpTime = 0 // Secs


Sat Apr 17, 2010 3:26 am
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