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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: How do I make a missile explode in mid-air?
First, use 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 ]
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Mon Jan 31, 2011 8:04 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 a missile explode in mid-air?
Ok, Sorry 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
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Mon Jan 31, 2011 8:10 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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)
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Mon Jan 31, 2011 8:15 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 a missile explode in mid-air?
I know that, tabbing quickly doesn't do any favours. Hey, I'm getting another problem now 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?
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Mon Jan 31, 2011 8:27 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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.)
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Mon Jan 31, 2011 8:32 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 a missile explode in mid-air?
Allright, checking that.
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Mon Jan 31, 2011 8:39 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 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!!...
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Mon Jan 31, 2011 8:48 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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
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Mon Jan 31, 2011 9:19 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 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.
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Mon Jan 31, 2011 9:53 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Tue Feb 01, 2011 12:04 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 a missile explode in mid-air?
I think it didn't gib correctly because half of my mod is not loading.
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Tue Feb 01, 2011 12:09 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: How do I make a missile explode in mid-air?
Post the entire code.
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Tue Feb 01, 2011 12:10 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 a missile explode in mid-air?
The entire code of the flare gun?
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Tue Feb 01, 2011 12:11 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: How do I make a missile explode in mid-air?
The code of the projectile (the emitter and whatever else is with it).
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Tue Feb 01, 2011 12:14 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 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.
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Tue Feb 01, 2011 12:18 am |
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