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Need help with a Weapons mod I'm working on. http://45.55.195.193/viewtopic.php?f=1&t=15969 |
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Author: | Roy-G-Biv [ Wed Jul 22, 2009 7:39 pm ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Many people used a huge muzzleflash to cover the bullets. Making it look like a laser. |
Author: | funnyfun [ Wed Jul 22, 2009 7:45 pm ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
whats the bullet velocity? also you can try to make it emit particles that have a very long trail in which you draw after parent. but it will only be a line and not a solid long glow. |
Author: | MaximDude [ Wed Jul 22, 2009 7:45 pm ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
1. MuzzleOffset too far from gun or there is a delay between the shot and the emission. 2. Spread is the variable you are looking for. 3. TriggerDelay and ActivatesWhenReleased = 0 on TDExplosive for dropped bombs with timers. Or you can use a lua timer that will gib the explosive. |
Author: | RodwyVeriv [ Thu Jul 23, 2009 12:07 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
MaximDude wrote: 1. MuzzleOffset too far from gun or there is a delay between the shot and the emission. 2. Spread is the variable you are looking for. 3. TriggerDelay and ActivatesWhenReleased = 0 on TDExplosive for dropped bombs with timers. Or you can use a lua timer that will gib the explosive. The muzzle offset is actually slightly into the end of the gun and I don't have any delays that I know of but I'll recheck my code and do some more in game testing to be sure. I'll mess with spread, see if that changes anything. I think I may have tried ActivatesWhenReleased = 0 with a one second triggerdelay and it wasn't working, I might have to fall back onto Lua. funnyfun wrote: whats the bullet velocity? also you can try to make it emit particles that have a very long trail in which you draw after parent. but it will only be a line and not a solid long glow. It's 100 currently. For anyone who is wondering all the weapons under the FG's are from Star Trek Voyager: Elite force. I'm going to do the Arc Welder after I finish the I-mod. I might make other ingame weapons and bombs from the single and multiplayer. And yes I named the Grenade Launcher wrong, it's a Compound Grenade Launcher, I've fixed that. |
Author: | Duh102 [ Thu Jul 23, 2009 12:23 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
RodwyVeriv wrote: I don't have any delays that I know of but I'll recheck my code and do some more in game testing to be sure. What's the ParticlesPerMinute on the glows? It should be in the upper 12000's to make a straight line. |
Author: | RodwyVeriv [ Thu Jul 23, 2009 2:33 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Duh102 wrote: RodwyVeriv wrote: I don't have any delays that I know of but I'll recheck my code and do some more in game testing to be sure. What's the ParticlesPerMinute on the glows? It should be in the upper 12000's to make a straight line. It's currently 6500 but originally was 3500, I have bumped it to 12000 with no effect. I'll throw in some ridiculously high variable to see if it does anything. I also may try to hack in some code from how the thrusters emit particles to try to solve this problem as they seem to have no problem kicking out endless streams of particles. Is it possible that a single line or command somewhere could effectively kill certain other lines of code from taking place, such as keeping the PPM from effecting anything? Sorry for the question, even though I've done a lot of work in Cortex Command there's still lots that's foreign to me. The only thing that seems to have worked is changing the speed for obvious reasons but if it travels at a snails pace it isn't some space aged energy weapon now is it. For the spread, I have no clue as to how it works as poking around certain variables didn't do much. Also I'm going to try to lua the bunker buster as ActivatesWhenReleased seems to have no effect on anything. |
Author: | Grif [ Thu Jul 23, 2009 2:42 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Particles per minute seems to have an upper cap. If you absolutely still have problems with it it's fairly easy to make a neato trail w/ lua. |
Author: | RodwyVeriv [ Thu Jul 23, 2009 4:46 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Grif wrote: Particles per minute seems to have an upper cap. If you absolutely still have problems with it it's fairly easy to make a neato trail w/ lua. Ok, so after making bouncing balls, "tremors" than crawl through the terrain, solid glows, and particle storms I learned one thing. Particles per minute only causes the glows to stack after a certain amount, which caused a solid glow. So how would I go about luaing a a trail? What I learned from the I-mod will actually help with other weapons as some of the mistakes caused me to solve future problems. So one question form opening post not worked on, directional blastwaves from explosives. How could I attempt this? |
Author: | Grif [ Thu Jul 23, 2009 4:50 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Directional blastwaves is kinda iffy. Again, you can do it quite precisely with Lua, but since you only asked for the PPM, here you go. function Create(self) self.trailtimer = Timer(); end function Update(self) if self.trailtimer:IsPastSimMS(10) == true then self.trailparticle = CreateMOPixel("presetname of pixel","yourrtename.rte"); self.trailparticle.Pos = self.Pos; self.trailparticle.Vel = Vector(0,0); MovableMan:AddParticle(self.trailparticle); self.trailtimer:Reset(); end end Add that to the projectile you're firing. If you need to adjust the delay, it's the IsPastSimMS line. |
Author: | RodwyVeriv [ Thu Jul 23, 2009 5:01 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Grif wrote: Directional blastwaves is kinda iffy. Again, you can do it quite precisely with Lua, but since you only asked for the PPM, here you go. function Create(self) self.trailtimer = Timer(); end function Update(self) if self.trailtimer:IsPastSimMS(10) == true then self.trailparticle = CreateMOPixel("presetname of pixel","yourrtename.rte"); self.trailparticle.Pos = self.Pos; self.trailparticle.Vel = Vector(0,0); MovableMan:AddParticle(self.trailparticle); self.trailtimer:Reset(); end end Add that to the projectile you're firing. If you need to adjust the delay, it's the IsPastSimMS line. Thanks, I'll try it out. Got to love lua. I'm slowly relearning it for this game. Where in the .ini does the lua go? I know in the Shot, but where the PPM is or above the sprite part of the projectile like in other weapons such as the destroyer cannon? |
Author: | Geti [ Thu Jul 23, 2009 5:54 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
just add the line ScriptPath = <path> after the presetname. |
Author: | RodwyVeriv [ Thu Jul 23, 2009 8:31 pm ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
I figured it out last night. except it faces the same problem as the non-lua'ed trail, it devolops large gaps at higher velocities. I might just try something different for the high speed shot of the I-mod and apply the trail to the lower speed shot of the Arc Welder as the trail looks rather nice at velocities of under 60. |
Author: | MooCow13 [ Fri Jul 24, 2009 1:29 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
Grif wrote: Particles per minute seems to have an upper cap. If you absolutely still have problems with it it's fairly easy to make a neato trail w/ lua. From what i have seen -might be wrong- there isnt a upwards cap for the Particles per minute. When it get too high more then one partical is shot at the same time, which is bad for lazers, but good for stuff like diggers. |
Author: | Grif [ Fri Jul 24, 2009 1:36 am ] |
Post subject: | Re: Need help with a Weapons mod I'm working on. |
ParticlesPerMinute does not apply to weapons. You're thinking of RoundsPerMinute. Good try though. |
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