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a relatively newby (and possibly really stupid) problem
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Author:  8-Bit [ Sun Jun 28, 2009 11:03 pm ]
Post subject:  a relatively newby (and possibly really stupid) problem

I was trying to make a napalm sprayer, based on the gibbing of the napalm bomb. But, as I always sometimes do, I used MOPixels for the to-be-gibbed part. I need some pointing in the direction of how to spawn gibs from a particle as it gets a short distance from the actor/weapon (hopefully schedule-based)

Just a short clip from my stupid code:

Code:
AddAmmo = Round
   PresetName = Round Napalm thrower
   ParticleCount = 50
   Particle = MOPixel
      presetName = Napalm spray
      Mass = 1
      RestThreshold = 90
      HitsMOs = 1
      GetsHitByMOs = 0
      Color = Color
         R = 189
         G = 0
         B = 0
      Atom = atom
         Material = Material
            Presetname = Napalm projectile
            Stickiness = 1
         TrailColor = Color
            R = 189
            G = 0
            B = 0
         TrailLength = 5
         JointStrength = 1
         JointStiffness = .25
         
   
   Shell = None
   FireVelocity = 20
   shellVelocity = 0
   Separation = 3
   TriggerDelay = 2000
   ActivatesWhenReleased = 0
   AddGib = Gib
      gibParticle = MOPixel
         CopyOf = Flame 2


:-( I know part of it has something to do with line 5 (PresetName = NapalmSpray), butI'm not sure what else. probably the gibbing attempt. pleh D:
This is instead of the Instagib grenade launcher. That will take a longer amount of time, and I'm closer on this project to being... right.

Author:  p3lb0x [ Sun Jun 28, 2009 11:05 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

I doubt this would work without using AEmitters. But from what I can see you forgot to capitalize the P in presentname there

Author:  Mind [ Sun Jun 28, 2009 11:09 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

Um... I don't think you can define the material with one line that tells its stickiness. You need to use all variables for materials ( i think) I don't know what else, because I'm not really looking for anything else :P

Author:  8-Bit [ Sun Jun 28, 2009 11:20 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

p3lb0x wrote:
I doubt this would work without using AEmitters.

Where is a good example of using AEmitters as projectiles, and/or gibbing?

@Mind: This is the original Concrete Sprayer stickiness line:
Code:
CopyOf = Wet Concrete
            PresetName = Sticky Concrete 1
            Stickiness = 0.35

This means I would need to add the CopyOf to the code, or find wherever the Wet Concrete is originally coded down.

Testing that.

I'm feeling my brain expanding already :\

EDIT: It's having a problem at line 14. That means that I DEFINITELY need to use AEmitters to handle the projectiles.

Author:  Geti [ Sun Jun 28, 2009 11:29 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

you put a gib in a round, which doesnt work.

Author:  8-Bit [ Sun Jun 28, 2009 11:39 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

Geti wrote:
you put a gib in a round, which doesnt work.

...that's what I've been saying. I attempted to apply gibbing to MOPixels, which are inside the Round. :\

Author:  Mind [ Sun Jun 28, 2009 11:49 pm ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

You cannot gib MOPixels nor can you gib MOSParticles. However, you CAN gib AEmitters, MOSRotatings, and pretty much everything else. Honestly, just make your particle and add gibs, THEN make a round outside of it.

Author:  Geti [ Mon Jun 29, 2009 8:05 am ]
Post subject:  Re: a relatively newby (and possibly really stupid) problem

no, i meant you're applying it to a round. it doesnt matter what particle you're firing, adding gibs to a round wont work. if you want to define it all in one go, do something like this:
Code:
AddAmmo = Round
   PresetName = Round Napalm thrower
   ParticleCount = 1 // why the hell would you have 50 particles?
   Particle = PARTICLE CLASS NAME HERE SEE BELOW PROBABLY AEMITTER FOR WHAT YOU WANT
      PresetName = NAME YOUR PARTICLE HERE
      AddGib = Gib
         GibParticle = GIB CLASS HERE AEMITTER MOSPARTICLE MOSROTATING MOPIXEL AHUMAN WHATEVER
            CopyOf = PARTICLE NAME HERE COULD BE ANYTHING FOR FUN ONES LOOK IN BASE.RTE/EFFECTS/PYRO/PYRO.INI

you also had crazy other variables, as well as miscapitalisation. activateswhenreleased and triggerdelay are both TDExplosive variables. just try and define it all separately before trying to do stuff like this. heck, even make something simple and learn what all the variables do before trying to do something like this.
for this you'd be better off with using Lua anyway, which is another thing you'll need to learn if you wish to mod to the games full potential.
tl;dr: this is a little complex for you, but by all means keep trying. keep in mind the following

CAPITALISATION, TABULATION AND SPELLING ALL MATTER IN CC EDITING!
for example: gibParticle doesnt work, GibParticle does. mistabbing stuff also doesnt work.
Code:
PresetName = BLAH
AddGib = Gib

IS DIFFERENT TO

PresetName = BLAH
   AddGib = Gib

tl;dr: lots of ♥♥♥♥ you need to read if you want to get anywhere.

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