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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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How do I make an AEmitter gib that emit particles?
I'm trying to make a flare, and to create the effect of a lit flare, I need to create a gib which a emits glows. How would the scripting go? So far, I've made some which crash the game, so I'm asking for help. Thanks!
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Tue Feb 01, 2011 8:31 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How do I make an AEmitter gib that emit particles?
Just have it gib AEmitters which emit glowy particles. You'll need this line in your MOPixel Code: ScreenEffect = ContentFile FilePath = [your rte].rte/[imagename].bmp EffectStartStrength = 0.5 EffectStartTime = 0 EffectStopStrength = 0 Give the AEmitters a LifeTime so that they dissipate after awhile.
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Tue Feb 01, 2011 8:41 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Allright, i'm trying that code right now.
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Tue Feb 01, 2011 8:58 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Ok, tried the code, but I get an error in another part: Code: AddGib = Gib GibParticle = AEmitter CopyOf = Jetpack Nozzle PresetName = FlareGib SpriteFile = ContentFile FilePath = NewWorldIndustries.rte/Devices/Flare.bmp AddEmission = Emission EmittedParticle = MOPixel PresetName = Light Thingy Mass = 0.01 HitsMOs = 0 GlobalAccScalar = -0.3 GetsHitByMOs = 0 ScreenEffect = ContentFile FilePath = NewWorldIndustries.rte/Devices/YellowSmall.bmp EffectStartStrength = 0.5 EffectStartTime = 0 EffectStopStrength = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 3 ParticlesPerMinute = 180 BurstSize = 1 [color=#FF0000]Spread = 3[/color] MaxVelocity = 5 MinVelocity = 1 PushesEmitter = 0 If I take the Spread = 3, it says the error goes to the next line, to the MaxVelocity = 5, and if I take that one, it goes to the next, and so on. I remember I had that problem once, but it was with something else, and I solved it defining the particle as a MOPixel. In this case, it's defined and all. What is the problem?
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Tue Feb 01, 2011 9:12 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How do I make an AEmitter gib that emit particles?
Try defining it separately, also i'd like to know the exact error.
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Tue Feb 01, 2011 9:24 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Defining it separately?
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Tue Feb 01, 2011 9:28 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How do I make an AEmitter gib that emit particles?
Like just making it it's own block of text instead of integrating it.
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Wed Feb 02, 2011 12:52 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Maybe I'm being an ass for asking you this much but where can I get a good example of an AEmitter? I checked the rocket launcher's rocket AEmitters but it's kinda strange.
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Wed Feb 02, 2011 1:22 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How do I make an AEmitter gib that emit particles?
Hrm, look in the pyro effects, there ought to be some good ones.
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Wed Feb 02, 2011 1:42 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
¬¬ I made one, but it crashes the game. It says the error is at the AddEmission = Emission line. Code: AddGib = Gib GibParticle = AEmitter PresetName = FlaryThingo Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = NewWorldIndustries.rte/Devices/Flare.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 AddEmission = Emission EmittedParticle = MOPixel PresetName = Light Thingy Mass = 0.01 HitsMOs = 0 GlobalAccScalar = -0.3 GetsHitByMOs = 0 ScreenEffect = ContentFile FilePath = NewWorldIndustries.rte/Devices/YellowSmall.bmp EffectStartStrength = 0.5 EffectStartTime = 0 EffectStopStrength = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 3 ParticlesPerMinute = 180 BurstSize = 1 Spread = 3 MaxVelocity = 5 MinVelocity = 1 PushesEmitter = 0 So, this is the AEmitter I made, but it doesn't work.
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Wed Feb 02, 2011 2:40 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Duuuuuuuude I did it! I used as a template the disruptor grenade, and it worked!
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Wed Feb 02, 2011 3:02 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How do I make an AEmitter gib that emit particles?
Hey, uhm, I want to extend the time that the gib emits particles. When I throw the flare into the sky, it emits until it hits the ground. If I throw it in an angle that will make it touch the ground before, well, it emits less. How can I change that? I already set LifeTime = 30000 to the gib and to the AEmitter that I defined before. EDIT: It doesn't matter, got used to it.
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Wed Feb 02, 2011 3:18 am |
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