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Weapon Questions (Will be Updating When I Get to More)
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Author:  Zinc [ Sat Mar 14, 2009 7:56 pm ]
Post subject:  Weapon Questions (Will be Updating When I Get to More)

Question 1: ANSWERED

What is the code for invisible bullets? I keep forgetting.
Answer =
Code:
R: 255
G: 0
B: 255


Question 2: Semi-Answered

How do I add fancy glows that will be emitted upon firing like Bubs and numgun?

Question 3: Personally Fixed

How do I make the muzzle flash steady instead of flashing on and off?

Author:  vagyr [ Sat Mar 14, 2009 7:58 pm ]
Post subject:  Re: Weapon Questions (Will be Updating When I Get to More)

i think than this is the code you want for the glow.
Code:
AddEffect = MOPixel
   InstanceName = Particle Rail Glow
   Mass = 0.013
   //RestThreshold = 500
   GlobalAccScalar = 0
   LifeTime = 250
   Sharpness = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 0
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 200
         G = 200
         B = 255
      TrailLength = 25
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 500
   EffectStartStrength = 1.0
   EffectStopStrength = 0.1
   EffectAlwaysShows = 1

AddEffect = MOPixel
   InstanceName = Particle 1
   Mass = 0.5
   RestThreshold = 500
   LifeTime = 250
   Sharpness = 5
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Metal
      TrailColor = Color
         R = 100
         G = 100
         B = 255
      TrailLength = 40

AddAmmo = AEmitter
   PresetName = Particle Rail Rifle
   Mass = 5
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = -9
   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 = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle 1
      ParticlesPerMinute = 1
      BurstSize = 2
      Spread = 0.0
      MaxVelocity = 220
      MinVelocity = 190
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Rail Glow
      ParticlesPerMinute = 1
      BurstSize = 6
      Spread = 0.0
      MaxVelocity = 120
      MinVelocity = 10
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Rail Glow
         PresetName = Particle Rail Glow Large
         ScreenEffect = ContentFile
            FilePath = Base.rte/Effects/Glows/BlueBig.bmp
         EffectStartTime = 0
         EffectStopTime = 500
         EffectStartStrength = 0.9
         EffectStopStrength = 0.1
         EffectAlwaysShows = 1
      ParticlesPerMinute = 1
      BurstSize = 3
      Spread = 0.0
      MaxVelocity = 100
      MinVelocity = 10
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1

AddAmmo = Round
   InstanceName = Round 1
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Particle Rail Rifle
   Shell = None
   FireVelocity = 10
   ShellVelocity = 0
   Separation = 0

Author:  Duh102 [ Sat Mar 14, 2009 8:04 pm ]
Post subject:  Re: Weapon Questions (Will be Updating When I Get to More)

1.
R = 255
G = 0
B = 255

2.
Add this. It works best on MOPixels and MOSParticles.
Code:
   ScreenEffect = ContentFile
      FilePath = [glow path]
   EffectAlwaysShows = 1
   EffectStartTime = 0 //Usually 0
   EffectStopTime = 250 //Usually set this to the LifeTime of the particle
   EffectStartStrength = 1.0 //1.0 is fully visible
   EffectStopStrength = 0.0 //0.0 is totally transparent
//The glow starts at the EffectStartStrength and slowly fades down to the EffectStopStrength by the EffectStopTime

Author:  Zinc [ Sat Mar 14, 2009 8:18 pm ]
Post subject:  Re: Weapon Questions (Will be Updating When I Get to More)

New question:

How do I make the muzzle flash steady instead of flashing on and off?


Fixed

Author:  Solace [ Sat Mar 14, 2009 9:42 pm ]
Post subject:  Re: Weapon Questions (Will be Updating When I Get to More)

Zinc wrote:
How do I add fancy glows that will be emitted upon firing like Bubs and numgun?

Depends on what you mean about being emitted, but... basically, check out the code for the glow-pixels in a vanilla grenade, make your own pixel glow, and have your gun fire it as a shell (if I understand what you want).

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