Re: changing jetpack strength
Well.....for since the jetpack is an AEmitter (tell me if you dont know what it is), the only thing you can do is change the mass of the particles it emits, or the rate of which how to do this. To do this:
Code:
AddEffect = Attachable
PresetName = Soldier Template Jetpack Flash
Mass = 0.0001
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Soldier Template.rte/Images/MuzzleFlash02.bmp
FrameCount = 3
SpriteOffset = Vector
X = -2
Y = -6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 2
Depth = 100
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 3
Depth = 100
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
ScreenEffect = ContentFile
FilePath = Soldier Template.rte/Images/YellowSmall.bmp
DrawAfterParent = 0
AddEffect = MOPixel
PresetName = Soldier Template Jetpack Blast 1
Mass = 1.25 <----------------(here, make it more massive until you get what you want)
LifeTime = 50
Sharpness = 0.3
HitsMOs = 1
GetsHitByMOs = 0
Color = Color
R = 255
G = 255
B = 187
Atom = Atom
Material = Material
CopyOf = Air
TrailColor = Color
R = 255
G = 255
B = 159
TrailLength = 5
AddEffect = MOPixel
PresetName = Soldier Template Jetpack Blast 2
Mass = 1.25 <-----------------(here too)
LifeTime = 75
Sharpness = 0.3
HitsMOs = 1
GetsHitByMOs = 0
Color = Color
R = 255
G = 255
B = 0
Atom = Atom
Material = Material
CopyOf = Air
TrailColor = Color
R = 255
G = 255
B = 0
TrailLength = 4
AddEffect = AEmitter
PresetName = Soldier Template Jetpack
Mass = 0.0001
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Soldier Template.rte/Images/Jetpack.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -12
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 2
Depth = 5
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 3
Depth = 5
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
DrawAfterParent = 0
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Soldier Template Jetpack Blast 1 <-------- This is what it emits
Spread = 0.1
MaxVelocity = 24
MinVelocity = 12
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Soldier Template Jetpack Blast 2 <--------- This is what it emits
Spread = 0.15
MaxVelocity = 24
MinVelocity = 12
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Soldier Template Jetpack Blast 1 <------------- This is what it emits
Spread = 0.25
MaxVelocity = 30
MinVelocity = 12
EmissionSound = Sound
AddSample = ContentFile
FilePath = Soldier Template.rte/Sounds/Jet.wav
LoopSetting = -1 // Means loop infinitely until stopped
BurstSound = Sound
AddSample = ContentFile
FilePath = Soldier Template.rte/Sounds/JetStart.wav
EndSound = Sound
AddSample = ContentFile
FilePath = Soldier Template.rte/Sounds/JetEnd.wav
EmissionEnabled = 1
EmissionsIgnoreThis = 1
ParticlesPerMinute = 8000 <---------------(right here, tinker with the number til you get what you want)
BurstSize = 20
BurstScale = 1
BurstTriggered = 1
EmissionDamage = 0
Flash = Attachable
CopyOf = Soldier Template Jetpack Flash
FlashOnlyOnBurst = 0
Unfortunately, cant tell you exactly what mass to use, but you better just play with it til you get it right.
Creds to azukki for the awesome templates