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changing jetpack strength http://45.55.195.193/viewtopic.php?f=1&t=14549 |
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Author: | Purplepuss [ Sat May 09, 2009 1:17 am ] |
Post subject: | changing jetpack strength |
how do I make the jetpack able to lift more weight? (new modder here =]) |
Author: | Mind [ Sat May 09, 2009 1:24 am ] |
Post subject: | 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 |
Author: | Azukki [ Sat May 09, 2009 1:34 am ] |
Post subject: | Re: changing jetpack strength |
The velocities on the emissions are also a critical factor. BurstSize and BurstScale affect how much of a propulsion bonus tapping the jet button gives. BurstSpacing can be used to limit the bursts' use. The value is how many milliseconds of delay there is before you can use the burst again. note to self: add that to the templates' jets On the actor, just below where the jetpacks for the actor is identified, there is a JumpTime variable. That is how many seconds of fuel the jetpack has. |
Author: | Purplepuss [ Sat May 09, 2009 1:57 am ] |
Post subject: | Re: changing jetpack strength |
thanks guys =] |
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