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 How do I make a missile explode in mid-air? 
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Post Re: How do I make a missile explode in mid-air?
First, use
Code:
[code][/code]

Kinda hard to read without.

As in, post like
Example Post wrote:
Code:
AddEffect = MOPixel
   PresetName = Mister Whiskers
   (Other code bla bla bla)


Using the [code ] [/code ]


Mon Jan 31, 2011 8:04 am
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Post Re: How do I make a missile explode in mid-air?
Ok, Sorry :oops:

Code:
AddGib = Gib
GibParticle = AEmitter
    PresetName = FlareGib
    Mass = 0.5
    HitsMOs = 0
    GetsHitByMOs = 0
    SpriteFile = ContentFile
        ContentFile = Bla/Bla/Bla.bmp
   AddEmission = Emission
        EmitedParticle = MOPixel
        PresetName = Light Thingy
             Mass = 0.01
             HitsMOs = 0
             GlobalAccScalar = -0.3
             GetsHitByMOs = 0
             ScreenEffect = ContentFile
                   FilePath = BLA.rte/Devices/YellowSmall.bmp
             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


Mon Jan 31, 2011 8:10 am
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Post Re: How do I make a missile explode in mid-air?
Your tabbing looks kinda funny.

Anywho, you need some AtomGroups for the emitter. They handle the object's collision area.
Code:
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 1
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 1
      Depth = 0

And, your
Code:
AddGib = Gib
GibParticle = AEmitter
   (the rest of code)

needs to be like
Code:
AddGib = Gib
   GibParticle = AEmitter
      (the rest of code)


Mon Jan 31, 2011 8:15 am
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Post Re: How do I make a missile explode in mid-air?
I know that, tabbing quickly doesn't do any favours.

Hey, I'm getting another problem now :oops:
When I loaded the mod on CC, it didn't show any error, but when I go into tutorial bunker niether the flare gun or an actor I made appear, only the guns I made appear, and everything is set correctly. Buyable = 1, AddToGroup = Tools, they are indexed in an actor.ini/devices.ini, and those .inis are also on the index.ini.
What the hell is the problem?


Mon Jan 31, 2011 8:27 am
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Post Re: How do I make a missile explode in mid-air?
CC likes to do that every once in a while, and is highly irritating.

Try creating something that would create an error, like "asdfasdfasdf" in your code randomly. If CC doesn't give you an error, then you have the weird error.

Also, look for things in other files within the .rte that may cause errors.

If nothing seems to work, create a new folder and new INI files, then copy-paste the code over, as well as images and sounds if needed (Don't copy the INIs! Only the code in them.)


Mon Jan 31, 2011 8:32 am
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Post Re: How do I make a missile explode in mid-air?
Allright, checking that.


Mon Jan 31, 2011 8:39 am
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Post Re: How do I make a missile explode in mid-air?
Before I tried what you said, I tried loading the mod into the game, and I get an error on the gib code I last added.
It says error at line 223, and the line is:
Code:
                  AtomGroup = AtomGroup
                        AutoGenerate = 1
                        Material = Material
                           CopyOf = Military Stuff
                        Resolution = 1
                        Depth = 0
                  DeepGroup = AtomGroup
                  AutoGenerate = 1
                  Material = Material
                       CopyOf = Military Stuff
                     Resolution = 1
                     Depth = 0


D=

Edit: Ok, the problem is the new gib. If I set the new gib, I get an error on line 223 (the code before).
This is the code of the gib:
Code:
   AddGib = Gib
      GibParticle = AEmitter
            PresetName = FlareGib
         Mass = 0.5
         HitsMOs = 0
         GetsHitByMOs = 0
         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
               Color = Color
                  R = 255
                  G = 0
                  B = 255
               Atom = Atom
                  Material = Material
                     CopyOf = Air
                  TrailColor = Color
                     R = 255
                     G = 0
                     B = 255
                  TrailLength = 3
                  AtomGroup = AtomGroup
                        AutoGenerate = 1
                        Material = Material
                           CopyOf = Military Stuff
                        Resolution = 1
                        Depth = 0
                  DeepGroup = AtomGroup
                  AutoGenerate = 1
                  Material = Material
                       CopyOf = Military Stuff
                     Resolution = 1
                     Depth = 0
      ParticlesPerMinute = 180
      BurstSize = 1
      Spread = 3
      MaxVelocity = 5
      MinVelocity = 1
      PushesEmitter = 0

Is it okay? What's the problem??

Post-Edit:
I did what you said of copying the code into new .inis on a new folder, but it still doesn't work. All my guns I've made load into the game, and the explosive of the flare gun also loads into the game (a hand-held version, the round is a copy of this version with an AEmitter added), as well as the offhand weapons I made.
But the actor and the flare-gun (tool) aren't loading.
HEEEEEEEEEEEEELP!!...


Mon Jan 31, 2011 8:48 am
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Post Re: How do I make a missile explode in mid-air?
You have the atomgroups set on the MOPixel when they should be on the emitter, silly.

You also didn't tab the AtomGroup block correctly. Look carefully at the code I showed you, and yours.

CC's tabbing style:
Code:
Object Definition
   Property
   Object (B) within Object Code
      Object within Object Property

Another example
Code:
Object A
   Property A
   Property A
   Object B
      Property B


Mon Jan 31, 2011 9:19 am
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Post Re: How do I make a missile explode in mid-air?
I've never been good with AEmitters =P
Ok, I'm on that right now.

Edit: I set the things right as you said, but there hasn't been a change on the gibs. Evrything is the same, the only difference is that it gibs when it touches the ground, and I set a TriggerDelay.


Mon Jan 31, 2011 9:53 pm
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Post Re: How do I make a missile explode in mid-air?
That's because it's not activated when fired. Adding a Lua script to do that might work, though you might have to manually gib it via that instead. Alternatively you could do it old-school and have an emitter that emits particles heavy enough to gib it after a delay.


Tue Feb 01, 2011 12:04 am
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Post Re: How do I make a missile explode in mid-air?
I think it didn't gib correctly because half of my mod is not loading.


Tue Feb 01, 2011 12:09 am
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Post Re: How do I make a missile explode in mid-air?
Post the entire code.


Tue Feb 01, 2011 12:10 am
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Post Re: How do I make a missile explode in mid-air?
The entire code of the flare gun?


Tue Feb 01, 2011 12:11 am
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Post Re: How do I make a missile explode in mid-air?
The code of the projectile (the emitter and whatever else is with it).


Tue Feb 01, 2011 12:14 am
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Post Re: How do I make a missile explode in mid-air?
Code:
AddDevice = TDExplosive
   PresetName = Hand Flare
   AddToGroup = Bombs
   Mass = 12
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   Buyable = 1
   GoldCost = 10
   Description = Flare. Use it to mark an area.
   SpriteFile = ContentFile
      FilePath = NewWorldIndustries.rte/Devices/Flare.bmp
   FrameCount = 1
   OrientToVel = 0.6
   SpriteOffset = Vector
      X = -4
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 3000
   GibImpulseLimit = 100
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Huge
      Spread = 3.1
      Count = 1
      Spread = 2.25
      MaxVelocity = 0.1
      MinVelocity = 0
      InheritsVel = 0


   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 12
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Flame Ball 1
      Count = 3
      Spread = 3.1
      MaxVelocity = 6
      MinVelocity = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 1
      Count = 30
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Flame Smoke 1
      Count = 10
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 3
      LifeVariation = 0.50
   AddGib = Gib
      GibParticle= MOPixel
         PresetName = Blood Drop
         Mass = 0.01
         HitsMOs = 0
         GetsHitByMOs = 0
         ScreenEffect = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/YellowSmall.bmp
         Color = Color
            R = 155
            G = 0
            B = 0
         Atom = Atom
            Material = Material
               CopyOf = Ice          
            TrailColor = Color
               R = 191
               G = 0
               B = 0
            TrailLength = 3
      Count = 30
      Spread = 70
      MaxVelocity = 4
      MinVelocity = 2
   AddGib = Gib
      GibParticle= MOPixel
         PresetName = Blood Drop
         Mass = 0.01
         HitsMOs = 0
         GetsHitByMOs = 0
         ScreenEffect = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/BlueSmall.bmp
         Color = Color
            R = 155
            G = 0
            B = 0
         Atom = Atom
            Material = Material
               CopyOf = Ice            
            TrailColor = Color
               R = 191
               G = 0
               B = 0
            TrailLength = 3
      Count = 15
      Spread = 70
      MaxVelocity = 4
      MinVelocity = 2
   AddGib = Gib
      GibParticle= MOPixel
         PresetName = Blood Drop
         Mass = 0.01
         HitsMOs = 0
         GetsHitByMOs = 0
         ScreenEffect = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/GreenSmall.bmp
         Color = Color
            R = 155
            G = 0
            B = 0
         Atom = Atom
            Material = Material
               CopyOf = Ice
            TrailColor = Color
               R = 191
               G = 0
               B = 0
            TrailLength = 3
      Count = 15
      Spread = 70
      MaxVelocity = 4
      MinVelocity = 2

   AddGib = Gib
      GibParticle= MOPixel
         PresetName = Blood Drop
         Mass = 0.01
         HitsMOs = 0
         GetsHitByMOs = 0
         ScreenEffect = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/FireGlow2.bmp
         Color = Color
            R = 155
            G = 0
            B = 0
         Atom = Atom
            Material = Material
               CopyOf = Ice
            TrailColor = Color
               R = 191
               G = 0
               B = 0
            TrailLength = 3
      Count = 5
      Spread = 70
      MaxVelocity = 4
      MinVelocity = 2

   AddGib = Gib
      GibParticle = AEmitter
         PresetName = FlareGib
      Mass = 0.5
      HitsMOs = 0
      GetsHitByMOs = 0
       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
                        Color = Color
                        R = 255
                        G = 0
                        B = 255
            Atom = Atom
   
               Material = Material
                  CopyOf = Air
               TrailColor = Color
                  R = 255
                  G = 0
                  B = 255
               TrailLength = 3
      AtomGroup = AtomGroup
          AutoGenerate = 1
         Material = Material
            CopyOf = Military Stuff
          Resolution = 1
         Depth = 0
      DeepGroup = AtomGroup
         AutoGenerate = 1
         Material = Material
            CopyOf = Military Stuff
         Resolution = 1
         Depth = 0
      ParticlesPerMinute = 180
      BurstSize = 1
      Spread = 3
      MaxVelocity = 5
      MinVelocity = 1
      PushesEmitter = 0

AddAmmo = TDExplosive
   PresetName = Unlit Flare
      CopyOf = Hand Flare      
   AddAEmitter = AEmitter
      CopyOf = Jetpack Heavy

AddAmmo = Round
   PresetName = Flare
   ParticleCount = 1
   Particle = TDExplosive
      CopyOf = Unlit Flare
   Shell = None
   FireVelocity = 5
   ShellVelocity = 5
   Separation = 5


That's the code for the flare, what it gibs, and that stuff.


Tue Feb 01, 2011 12:18 am
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