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 Adding custom bullets with specific sprites? 
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Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
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Post Re: Adding custom bullets with specific sprites?
dragonxp wrote:
presetname always goes first when defining an object.
Only with CopyOfs, and that's only because the CopyOf will redefine it.


Fri Mar 11, 2011 12:52 pm
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Data Realms Elite
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Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
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Post Re: Adding custom bullets with specific sprites?
Well, I want my shot to move dynamically and all that jazz. So can someone help me with making an MOSRotating?


Fri Mar 11, 2011 11:35 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Adding custom bullets with specific sprites?
Code:
AddAmmo = AEmitter

   PresetName = Cannon Shot
 //Name Here
   Mass = 30
 //really heavy. Might want to cut this down if you want to fire it at an appreciable speed.
   RestThreshold = 100
 //make it settle
   AirResistance = 0.01
 //oh hoh tricky arc. keep this value low.
   GlobalAccScalar = 1
 //normal gravity
   OrientToVel = 0.6 //aim towards the direction
   HitsMOs = 1
 //collide with stuff
   GetsHitByMOs = 1
 //can take hits (take this off if you want to fire many particles though or you'll run out of MOIDS)
   SpriteFile = ContentFile

//set the sprite, coalition revolver cannon for now.
      FilePath = Coalition.rte/Devices/Sprites/RevolverShotA.bmp

   FrameCount = 1
 //only one frame, no swanky animation
   SpriteOffset = Vector
 //centre the sprite
      X = -5

      Y = -3

   EntryWound = AEmitter
 //wounds for when it gets shot
      CopyOf = Dent Metal

   ExitWound = AEmitter

      CopyOf = Dent Metal

   AtomGroup = AtomGroup
 //we want an automatic atomgroup for collision
      AutoGenerate = 1

      Material = Material

         CopyOf = Metal
      Resolution = 0

      Depth = 0

   DeepCheck = 0
 //no deepcheck - this should only be used on craft or similar.
   AddEmission = Emission
 //the emissions for the trail
      EmittedParticle = MOSParticle

         CopyOf = Tiny Smoke Ball 1

      ParticlesPerMinute = 1500

      StartTimeMS = 100

      StopTimeMS = 1000

      BurstSize = 1

      Spread = 0.2 //little spread
      MaxVelocity = 3

      MinVelocity = 1
      PushesEmitter = 1 //receive impulse from the smoke -> propulsion
//you can add more emissions here
   EmissionEnabled = 1
 //we do want the emissions to happen
   EmissionsIgnoreThis = 0
 //but we don't want to collide with them
//PICK A SOUND FOR ASPLOSION
   GibSound = Sound

      AddSample = ContentFile

         Path = Base.rte/Sounds/Explode2.wav

//ADD GIBS HERE, FOR MAKING THE SPLOSION DO ANYTHING USEFUL
   AddGib = Gib

      GibParticle = MOPixel

         CopyOf = Glow Explosion Huge

      Count = 1

      Spread = 2.25

      MaxVelocity = 0.1

      MinVelocity = 0

      InheritsVel = 0
   GibImpulseLimit = 1000
 //you might have to bump this up or down for the desired effect
   GibWoundLimit = 2

there you go, annotated AEmitter declaration.


Sat Mar 12, 2011 1:49 am
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