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 A Newbie needs help. 
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Joined: Mon Jan 17, 2011 5:01 am
Posts: 13
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Post A Newbie needs help.
Hey, I'm pretty new to Cortex Command, and I've already made my first Actor, But I have a question.
See, this Actor is a discarded dummy, and it's all rusted and decrepit. All I want it to do is to constantly emit the Gib Sparkyellow1. Is there a way to do this? Thanks.
-DevMode


Mon Jan 17, 2011 5:20 am
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Data Realms Elite
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Post Re: A Newbie needs help.
Yep, you need to make an AEmitter that emits your particles in the desired way, then do this to any part of your actor [head, body, legs, arms but not hands or feet]:
Code:
AddEmitter = AEmittier
    CopyOf = {Insert emitter name here}


Mon Jan 17, 2011 6:27 am
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Joined: Mon Jan 17, 2011 5:01 am
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Post Re: A Newbie needs help.
I posted it under the head, it gave me this:
Abortion in file
referring to an instance("SparkYellow1") to copy that hasn't been defined! blah blah


Mon Jan 17, 2011 6:49 am
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Data Realms Elite
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Post Re: A Newbie needs help.
Did you check your spelling? If so then show me the file.


Mon Jan 17, 2011 6:56 am
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Post Re: A Newbie needs help.
I'm on a PSP, mate. Could it be that sparkyellow is a gib, not an emitter?


Mon Jan 17, 2011 7:08 am
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Data Realms Elite
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Post Re: A Newbie needs help.
Or an emission. You want to copy from an AEmitter and nothing else. Also PSP?


Mon Jan 17, 2011 5:34 pm
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Joined: Mon Jan 17, 2011 5:01 am
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Post Re: A Newbie needs help.
Play Station Portable=psp
I'm not quite sure what you mean by that. It's odd: No matter where I looked, I couldn't find Spark Yellow 1 anywhere, But it certainly exists because it works when it's gibbed(When the dummy gets shot and stuff) I know its under the subcategory Leaking Machinery. I wrote it like this:

1 AddEffect = AEmitter
2 CopyOf = Spark Yellow 1
3 blah blah about
4 movement and stuff.
Should I do AddEffect = Gib? Or add GibParticle = MOpixel after Line 1(AddEffect)


Mon Jan 17, 2011 8:02 pm
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Data Realms Elite
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Post Re: A Newbie needs help.
I know what a PSP is.

I'm going to have to see the complete file before I can make any sense of what you're saying, sorry.


Mon Jan 17, 2011 8:11 pm
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Post Re: A Newbie needs help.
Okay, but one more question: Do you know what file AEmitters are located?


Mon Jan 17, 2011 8:28 pm
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Post Re: A Newbie needs help.
Base.rte/Effects/Pyro/Pyro.ini will cover most of them.


Mon Jan 17, 2011 8:53 pm
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Post Re: A Newbie needs help.
Okay, I can post the code now:
Quote:
AddEffect = MOSRotating
PresetName = Rust Dummy Head Gib A
Mass = 10
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/HeadGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -6
Y = -5
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Bone
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -4
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 3
Y = -1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -3
Y = -5
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 3
Y = 2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 1
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Panel Orange Small A
Offset = Vector
X = -2
Y = -3.5
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Joint Small C
Offset = Vector
X = -2
Y = 1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 125
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack

AddEffect = MOSRotating
PresetName = Rust Dummy Head Gib B
Mass = 3.09
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/HeadGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -4
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
GibImpulseLimit = 125
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack

AddEffect = MOSRotating
PresetName = Rust Dummy Rib Cage Gib A
Mass = 26.77
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/RibCageGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -10
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
GibImpulseLimit = 85
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack

AddEffect = MOSRotating
PresetName = Rust Dummy Rib Cage Gib B
Mass = 10.42
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/RibCageGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -5
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -4
Y = -4
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 0
Y = 2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -1
Y = 1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -2
Y = -5
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Rust Tiny A
Offset = Vector
X = -2
Y = -1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Panel Orange Small C
Offset = Vector
X = 2
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 85
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack

AddEffect = Attachable
PresetName = Rust Dummy Head A
Mass = 19.03
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/HeadA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -5
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 2
DeepCheck = 1
JointStrength = 145
JointStiffness = 0.1
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 6
DrawAfterParent = 1

AddGib = Gib
GibParticle = MOSRotating
CopyOf = Rust Dummy Head Gib A
Offset = Vector
X = 0
Y = 0
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -6
Y = 0
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Rust Dummy Head Gib B
Offset = Vector
X = -2
Y = 3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 0.5
Y = 2.5
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 80
GibWoundLimit = 2
GibSound = Sound
CopyOf = Bone Crack

AddActor = Arm
PresetName = Rust Dummy Arm FG A
Mass = 6
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/ArmFGA.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = -1
Y = -4
JointStrength = 185
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = -3.5
Y = -1
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = FilePath = Dummy.rte/Actors/Rust Dummy/HandFGA.bmp
MaxLength = 12
IdleOffset = Vector
X = 5
Y = 6
MoveSpeed = 0.2
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -3
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 3
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -2
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -1
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 5
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Micro A
Offset = Vector
X = 6
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Micro A
Offset = Vector
X = 0
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -4.5
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 50
GibWoundLimit = 2
GibSound = Sound
CopyOf = Bone Crack

AddActor = Arm
CopyOf = Rust Dummy Arm FG A
PresetName = Rust Dummy Arm BG A
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/ArmBGA.bmp
FrameCount = 5
Hand = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/HandBGA.bmp

AddActor = Attachable
PresetName = Rust Dummy Foot FG A
Mass = 5

HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/FootFGA.bmp
FrameCount = 4
SpriteOffset = Vector
X = -5
Y = -3
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 2
DeepCheck = 0
JointStrength = 155
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = -3
Y = -2
DrawAfterParent = 1

AddActor = Attachable
CopyOf = Rust Dummy Foot FG A
PresetName = Rust Dummy Foot BG A
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/FootBGA.bmp
FrameCount = 4

AddActor = Leg
PresetName = Rust Dummy Leg FG A
Mass = 9

HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/LegFGA.bmp
FrameCount = 5
SpriteOffset = Vector
X = -7
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 200
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = -5
Y = 2
DrawAfterParent = 0
Foot = Attachable
CopyOf = Rust Dummy Foot FG A
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 14
Y = 0
ContractedOffset = Vector
X = 7
Y = 0
IdleOffset = Vector
X = 1
Y = 3
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -6
Y = 1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -5
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 0
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -7
Y = 0
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -3
Y = 0
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -2
Y = -2
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Pipe Small C
Offset = Vector
X = 3
Y = 0
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 60
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack

AddActor = Leg
CopyOf = Rust Dummy Leg FG A
PresetName = Rust Dummy Leg BG A
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/LegBGA.bmp
FrameCount = 5
Foot = Attachable
CopyOf = Rust Dummy Foot BG A
ParentOffset = Vector
X = -11
Y = -10

AddActor = AHuman
PresetName = Rust Dummy
Description = An old, discarded Dummy unit. Weaker and more decrepit than a normal Dummy.
AddToGroup = Actors
Mass = 30
GoldValue = 50
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Rust Dummy/TorsoA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -16
AngularVel = 0
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 3
DeepCheck = 0
BodyHitSound = Sound
CopyOf = Bone Crack
PainSound = Sound
CopyOf = Bone Crack
DeathSound = Sound
CopyOf = Bone Crack
DeviceSwitchSound = Sound
CopyOf = Device Switch
Status = 0
Health = 100
ImpulseDamageThreshold = 2600
AimAngle = 0
AimDistance = 30
Perceptiveness = 0.7
CharHeight = 100
HolsterOffset = Vector
X = -6
Y = -8
Head = Attachable
CopyOf = Rust Dummy Head A
ParentOffset = Vector
X = -1
Y = -13
Jetpack = AEmitter
CopyOf = Jetpack
ParentOffset = Vector
X = -6
Y = -1
JumpTime = 3 // Secs
FGArm = Arm
CopyOf = Rust Dummy Arm FG A
ParentOffset = Vector
X = 0
Y = -8
BGArm = Arm
CopyOf = Rust Dummy Arm BG A
ParentOffset = Vector
X = 4
Y = -9
FGLeg = Leg
CopyOf = Rust Dummy Leg FG A
ParentOffset = Vector
X = 0
Y = 1
BGLeg = Leg
CopyOf = Rust Dummy Leg BG A
ParentOffset = Vector
X = 2
Y = 1
HandGroup = AtomGroup
CopyOf = HandGroup
FGFootGroup = AtomGroup
CopyOf = Foot
BGFootGroup = AtomGroup
CopyOf = Foot
StrideSound = Sound
CopyOf = Robot Stride
StandLimbPath = LimbPath
PresetName = Rust Dummy Stand Path
StartOffset = Vector
X = 1
Y = 17
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 1800
StandLimbPathBG = LimbPath
CopyOf = Rust Dummy Stand Path
StartOffset = Vector
X = 4
Y = 17
WalkLimbPath = LimbPath
PresetName = Rust Dummy Walk Path
StartOffset = Vector
X = 10
Y = -2
StartSegCount = 3
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = -6
Y = 4
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 1
AddSegment = Vector
X = -3
Y = 1
AddSegment = Vector
X = 0
Y = -2
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2
FastTravelSpeed = 4
PushForce = 7000
CrouchLimbPath = LimbPath
PresetName = Rust Dummy Crouch Path
StartOffset = Vector
X = 10
Y = 0
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 5000
CrawlLimbPath = LimbPath
PresetName = Rust Dummy Crawl Path
StartOffset = Vector
X = -12
Y = -8
StartSegCount = 2
AddSegment = Vector
X = 12
Y = 0
AddSegment = Vector
X = 8
Y = 2
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.3
NormalTravelSpeed = 1.5
FastTravelSpeed = 4
PushForce = 7000
ArmCrawlLimbPath = LimbPath
PresetName = Rust Dummy Arm Crawl Path
StartOffset = Vector
X = -8
Y = -5
StartSegCount = 2
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 4
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = .5
NormalTravelSpeed = 1
FastTravelSpeed = 4
PushForce = 6000
ClimbLimbPath = LimbPath
PresetName = Rust Dummy Climb Path
StartOffset = Vector
X = -8
Y = -10
StartSegCount = 6
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 4
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 6
Y = 8
AddSegment = Vector
X = 0
Y = 14
AddSegment = Vector
X = -5
Y = 5
AddSegment = Vector
X = -3
Y = 0
SlowTravelSpeed = .5
NormalTravelSpeed = 1.0
FastTravelSpeed = 4.0
PushForce = 5000
JumpLimbPath = LimbPath
PresetName = Rust Dummy Jump Path
StartOffset = Vector
X = 0
Y = 8
StartSegCount = 3
AddSegment = Vector
X = 0
Y = -10
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = -8
Y = 14
SlowTravelSpeed = 3
NormalTravelSpeed = 6
FastTravelSpeed = 7
PushForce = 5000
DislodgeLimbPath = LimbPath
PresetName = Rust Dummy Dislodge Path
StartOffset = Vector
X = 2
Y = -10
StartSegCount = 0
AddSegment = Vector
X = 0
Y = 6
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.5
FastTravelSpeed = 4.5
PushForce = 10000
AddEffect = MOPixel
CopyOf = Spark Yellow 1
Mass = 0.001
LifeTime = 75
HitsMOs = 0
GetsHitByMOs = 0
Color = Color
R = 255
G = 255
B = 187
Atom = Atom
Material = Material
CopyOf = Air
TrailColor = Color
R = 255
G = 255
B = 159
TrailLength = 8

AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 25
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 15
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Rust Dummy Rib Cage Gib A
Offset = Vector
X = -2
Y = -3
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Rust Dummy Rib Cage Gib B
Offset = Vector
X = 0
Y = -5
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Panel Orange Small F
Offset = Vector
X = -3
Y = -6
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = -3
Y = -9
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -1
Y = -1
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = -4
Y = -10
Count = 1
Spread = 0
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 3200
GibWoundLimit = 4
GibSound = Sound
CopyOf = Bone Crack

// AddInventory = HDFirearm
// CopyOf = Heavy Digger

The Red bolded is the part I'm having trouble with.


Mon Jan 17, 2011 10:02 pm
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: A Newbie needs help.
DevMode wrote:
AddEffect = MOPixel
CopyOf = Spark Yellow 1
Mass = 0.001
LifeTime = 75
HitsMOs = 0
GetsHitByMOs = 0
Color = Color
R = 255
G = 255
B = 187
Atom = Atom
Material = Material
CopyOf = Air
TrailColor = Color
R = 255
G = 255
B = 159
TrailLength = 8


No, no, no, this has to be an emitter. You can emit these particles in the emitter's emission, but not like this. Try:
Code:
AddEmitter = AEmitter
    CopyOf = Leaking Machinery
    AddEmission = MOPixel
        CopyOf = Spark Yellow 1
      Mass = 0.001
      LifeTime = 75
      HitsMOs = 0
      GetsHitByMOs = 0
      Color = Color
      R = 255
      G = 255
      B = 187
         Atom = Atom
         Material = Material
         CopyOf = Air
         TrailColor = Color
         R = 255
         G = 255
         B = 159
         TrailLength = 8


Mon Jan 17, 2011 11:06 pm
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Joined: Mon Jan 17, 2011 5:01 am
Posts: 13
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Post Re: A Newbie needs help.
Wrong type in Reader when passed to Serializable::Create() in Dummy.rte/Actors/Rust Dummy/Rust Dummy.ini at line 913!

:-(


Tue Jan 18, 2011 12:11 am
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: A Newbie needs help.
That'll be the emission then...


Last edited by Roast Veg on Thu Jan 20, 2011 5:54 pm, edited 1 time in total.



Tue Jan 18, 2011 12:15 am
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Joined: Mon Jan 17, 2011 5:01 am
Posts: 13
Reply with quote
Post Re: A Newbie needs help.
Bump for great justice.
Please, can someone help me? This is really important to me.


Thu Jan 20, 2011 6:42 am
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