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 How do I make a missile explode in mid-air? 
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: How do I make a missile explode in mid-air?
This
Code:
AddAmmo = TDExplosive
   PresetName = Unlit Flare
      CopyOf = Hand Flare     
   AddAEmitter = AEmitter
      CopyOf = Jetpack Heavy

Should be
Code:
AddAmmo = TDExplosive
   CopyOf = Hand Flare
   PresetName = Unlit Flare
   AddAEmitter = AEmitter
      CopyOf = Jetpack Heavy

PresetNames go after CopyOfs, sonce a CopyOf would pretty much change every property to the copied item, including PresetName.


Tue Feb 01, 2011 12:22 am
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Data Realms Elite
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Posts: 6211
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Post Re: How do I make a missile explode in mid-air?
Really? Man, I need to learn more about tabbing and variable order in .inis.
Alright, testing what you said.

Edit: It crashed. Crashed, not abortion error or stuff like that.
My noob modding skills tell me that it might have something to do with the CopyOf = Jetpack Heavy, but it would have given me an "Instance wasn't defined!" abort error.


Tue Feb 01, 2011 12:24 am
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Post Re: How do I make a missile explode in mid-air?
Change this:
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

To this:
Code:
   AddGib = Gib
      GibParticle = AEmitter
         PresetName = FlareGib
         Mass = 0.5
         HitsMOs = 0
         GetsHitByMOs = 0
         SpriteFile = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/Flare.bmp
         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
         DeepCheck = 0
         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
            ParticlesPerMinute = 180
            BurstSize = 1
            Spread = 3
            MaxVelocity = 5
            MinVelocity = 1
            PushesEmitter = 0

Text document to insure good tabbing when copied.
Attachment:
Code.txt [1.12 KiB]
Downloaded 145 times


Tue Feb 01, 2011 1:35 am
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Data Realms Elite
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Posts: 6211
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Post Re: How do I make a missile explode in mid-air?
Tried it, and said error at line 239, looked for it and it's the line that says "Spread = 3", in the code you posted.
By the way, I took the code from the txt file you uploaded, so I wouldn't mess up with tabbing and stuff.


Tue Feb 01, 2011 2:17 am
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Posts: 13144
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Post Re: How do I make a missile explode in mid-air?
Remove the "Spread = 3" variable.


Tue Feb 01, 2011 2:38 am
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Data Realms Elite
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Posts: 6211
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Post Re: How do I make a missile explode in mid-air?
I removed, and the error went to the next line of the code.
On the bright side, I solved a major issue! Deleting the coding of the AEmitter gib, the tool could load!
Finally I can use my flare gun again, but now I have another problem.
When I shoot the flare, it randomly flies around instead of going in a straight line. Any ideas on how I solve this?
EDIT: I think it's probably because of the "Jetpack Heavy" AEmitter, I'll find one more suitable. Hope this fixes it.
POSTEDIT: Alright, I guess the problem isn't the AEmitter. I tried many of them, including some of the emission of the misile of the Coalition's rocket launcher.


Tue Feb 01, 2011 6:35 am
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