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Weapon Questions (Will be Updating When I Get to More) http://45.55.195.193/viewtopic.php?f=1&t=13944 |
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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) |
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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