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 MO particle? 
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Joined: Sun Apr 12, 2009 11:10 pm
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Post MO particle?
how do i make the bullet of a gun look different?


Mon Jun 15, 2009 10:34 pm
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Post Re: MO particle?
That depends on your definition of "different". Could you be more specific please?
A different color, or a sprite for the bullet?


Mon Jun 15, 2009 10:44 pm
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Post Re: MO particle?
make the sprite look like a large dart


Mon Jun 15, 2009 11:04 pm
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Post Re: MO particle?
Um... draw a large dart?
Then use
Code:
   SpriteFile = ContentFile
      FilePath = the sprite

Right below Instance/Presetname.
To give the sprite to your bullet.
[edit] sorry, it was Spritefile. ScreenEffect is for fading effects.


Mon Jun 15, 2009 11:10 pm
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Post Re: MO particle?
whta is the content file? for the MO pixel yes? or somthing else.


Mon Jun 15, 2009 11:21 pm
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Post Re: MO particle?
The content file is the sprite that you want to use. And yes, this is for MOPixel. I hope.
Just to make things clear, you write the path for the sprite on the second line, not instead of ContentFile.


Mon Jun 15, 2009 11:29 pm
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Post Re: MO particle?
we recorded a custom sound for our fist gun, and we want the sound to be louder, but in the sound its as loud as it can go is it possible to make it louder from the code itself?


Tue Jun 16, 2009 12:09 am
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Post Re: MO particle?
I don't think it's possible from the code, you might have to use an audio editor for that...
But then again, I don't know all the possibilities of the weapon code, so I might be wrong.


Tue Jun 16, 2009 12:13 am
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Post Re: MO particle?
Post the sound here and I'll edit it to make it louder.


Tue Jun 16, 2009 12:16 am
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Post Re: MO particle?
Ok, few things in here that need to be addressed.
1. Your bullet. If you want to make a sprite for it, and I assume you want to make the bullet rotate to face the direction it's going, it has to be a MOSRotating. Then, you put in the sprite as said above, and add
Code:
(tab)OrientToVel = 1

in the code.

Also, you cannot use a custom sprite on an MOPixel. It must be a MOSParticle or MOSRotating (or the more specialized children of each, such as AEmitters, Actors, etc).

2. Sounds cannot be made louder or softer through code, you have to edit it outside of the game. If you want it to be played in preference to other sounds though, you can use
Code:
(tab)(tab)Priority = 10

I believe that a priority closer to 1 would make it play at a higher preference, but I'm not sure.


Tue Jun 16, 2009 5:12 pm
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Post Re: MO particle?
Code:
AddAmmo = Round
   PresetName = Round Jinso
      OrientToVel = 1
   AddToGroup = MilitaryStuff
   Mass = 3
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Jinso.rte/Images/SmallBlast01000.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -11
      Y = -11
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 8
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 7
      Depth = 4
   DeepCheck = 0
MOSRotating

this is the code i am using for my MOSRotating for my gun. However it does not work, can any1 help me?Much thanks


Wed Jun 17, 2009 12:42 am
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Post Re: MO particle?
OrientToVel is one tab too far.


Wed Jun 17, 2009 12:48 am
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Post Re: MO particle?
thats all? thanks alot.
ill post if i have anymore problems.


Wed Jun 17, 2009 12:52 am
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Post Re: MO particle?
it still says it doesnt work, adn i cant find out why. also i dont know how to post a download link..


Wed Jun 17, 2009 12:57 am
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Post Re: MO particle?
rjhw1 wrote:
it still says it doesnt work, adn i cant find out why. also i dont know how to post a download link..


Post the error its giving you..


Wed Jun 17, 2009 1:29 am
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