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gobbo_the_civet
Joined: Mon Apr 09, 2007 8:41 am Posts: 78
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Re: MPAM - AAL heavy unit
Make an attacheble which is a copy of an AEmitter?
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Sun Dec 16, 2007 7:23 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
gobbo_the_civet wrote: Make an attacheble which is a copy of an AEmitter? Right like that, you can have AEmitter pretty much anywhat you need. Use rockets, actors and all those if you need multiemission objects like on the ypsilon, it has 5 emitters as the cannon itself and 1 more emitter to distribute all those things where ever you need. Also I just finally figured out how to make the AEmitter as rounds work properly. It was all in the depth and resolution that was usually f***ing it up. Just copy those attributes from a normal SMG or other and stick it on the emitter. Works!
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Sun Dec 16, 2007 8:26 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: MPAM - AAL heavy unit
PLEASE put that on the wiki.
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Sun Dec 16, 2007 8:27 pm |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: MPAM - AAL heavy unit
Numgun, I told you that like 2 days ago in another thread where you asked me what it was.
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Sun Dec 16, 2007 8:33 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
Thanatos wrote: Numgun, I told you that like 2 days ago in another thread where you asked me what it was. I forgot where that thread was and while I was having my lunch, it struck me and I knew what I had to do. Funny thing eh? /: p
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Sun Dec 16, 2007 8:36 pm |
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MrEvilPoni
Joined: Sat Jun 23, 2007 9:16 pm Posts: 89 Location: Laukaa, Finland
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Re: MPAM - AAL heavy unit
Like this? Quote: AddAttachable = AEmitter CopyOf = Engin ParentOffset = Vector X = -5 Y = 0
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Sun Dec 16, 2007 8:37 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
MrEvilPoni wrote: Like this? Quote: AddAttachable = AEmitter CopyOf = Engin ParentOffset = Vector X = -5 Y = 0 Yeah I think so, I havent tried or even seen the actual code yet but thats how it would go.
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Mon Dec 17, 2007 10:29 am |
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MrEvilPoni
Joined: Sat Jun 23, 2007 9:16 pm Posts: 89 Location: Laukaa, Finland
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Re: MPAM - AAL heavy unit
Dam i can't get it work.
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Mon Dec 17, 2007 11:26 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
What does happen? If it loads, and crashes when you bring that thing to game then the problem is within the emitter. I suggest you remove any lines you see obsolete and take the Atomgroups thing from an SMG or other HDFireArm and paste it in the emitter and change the material you want to.
It should work, emitters can be quite ♥♥♥♥♥es sometimes.
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Mon Dec 17, 2007 11:43 am |
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MrEvilPoni
Joined: Sat Jun 23, 2007 9:16 pm Posts: 89 Location: Laukaa, Finland
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Re: MPAM - AAL heavy unit
It tells me when starting the game that there is something wrong in the code.
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Mon Dec 17, 2007 11:48 am |
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gobbo_the_civet
Joined: Mon Apr 09, 2007 8:41 am Posts: 78
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Re: MPAM - AAL heavy unit
I think i know what. I`ll try to repair it now.
EDIT: Nope, only making it worse.
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Mon Dec 17, 2007 4:46 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: MPAM - AAL heavy unit
How's this coming along then, any chance of a progress report?
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Wed Dec 19, 2007 5:45 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
Well the offsets on the mpam are almost done. Only the climbing limbpaths remain from that then I can move on to the gibs and the weapons for it.
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Thu Dec 20, 2007 3:44 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: MPAM - AAL heavy unit
Jolly good.
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Thu Dec 20, 2007 5:01 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: MPAM - AAL heavy unit
Can you post some pics of how its going please, i think we would all love to see if anything has changed aesthetically.
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Thu Dec 20, 2007 10:19 pm |
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