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Attaching a MOPixel as an Emitter to an MOPixel Round http://45.55.195.193/viewtopic.php?f=1&t=16101 |
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Author: | Triad0626 [ Tue Aug 04, 2009 4:18 am ] |
Post subject: | Attaching a MOPixel as an Emitter to an MOPixel Round |
I have a device that fires an MOPixel as its Round, and I was hoping to have it emit glowing pixels as a sort of tail. Is there a way to attach the glowing MOPixel to the MOPixel Round as an emitter? Round: Code: AddAmmo = Round PresetName = Round Proton Rifle ParticleCount = 1 Particle = MOPixel ScreenEffect = ContentFile FilePath = Deus.rte/Daeis Weapons/Proton Rifle/Effects/Proton Hit Glow.bmp InstanceName = Particle Proton Rifle Mass = 0.03 RestThreshold = 500 LifeTime = 450 Sharpness = 100 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 105 G = 252 B = 105 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 105 G = 252 B = 105 TrailLength = 4 Shell = AEmitter CopyOf = Shell Proton Rifle FireVelocity = 100 ShellVelocity = 10 Separation = 0 Pixel that I'm hoping to have emitted as the tail: Code: AddEffect = MOPixel PresetName = Proton Glow 1 Mass = 0.01 LifeTime = 20 Sharpness = 0 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 105 G = 252 B = 105 Atom = Atom Material = Material CopyOf = Bullet Metal PresetName = Proton Energy Bounce = -1 TrailColor = Color R = 105 G = 252 B = 105 TrailLength = 0 ScreenEffect = ContentFile FilePath = Deus.rte/Daeis Weapons/Proton Rifle/Effects/Proton Bit Glow.bmp EffectStartStrength = 1 EffectStartTime = 0 EffectStopStrength = 1 EffectStopTime = 100 EffectAlwaysShows = 1 Thanks in advance. |
Author: | Grif [ Tue Aug 04, 2009 4:35 am ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
Not directly, no. The simplest way would actually be a lua script; basically creating a timer, then whenever that timer is past X MS, create a particle. If you can't figure it out I'll drop a script in here. |
Author: | CaveCricket48 [ Tue Aug 04, 2009 4:41 am ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
You can't attach a MOPixel as an AEmitter. It's like researching lizards with a book on mammals. I don't think MOPixels can have attached stuff either. You could have the fired round be an AEmitter that emmits glowing trail particles with very low emission velocities(MinVel, MaxVel) and AirResistance = 1 to keep the trail from moving. The AEmitter can gib on impact and have a few damaging sharp particles. Edit: Shoot, I got ninja'd for the first time! |
Author: | Triad0626 [ Tue Aug 04, 2009 6:33 pm ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
The only problem I've come across with firing an AEmitter is that when you don't babysit your actors they accidentally fire into the ground, and an AEmitter that gibs will just destroy the gun or kill them, whereas a MOPixel won't do them any harm. How would I write the LUA Script? |
Author: | Areku [ Wed Aug 05, 2009 1:36 am ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
You should have searched the forums first. That question was already asked about two hours ago, and was answered. ( By me, by the way.) Anyway, Allow me to draw back the curtain... Code: function Create(self) self.timer = Timer(); trail = CreateMOPixel("Plasma Cutter Trail","Apollocalipse.rte"); end function Update(self) if self.timer:IsPastSimMS(10) == true then self.timer:Reset(); trail = CreateMOPixel("Plasma Cutter Trail","Apollocalipse.rte"); trail.Pos = self.Pos; MovableMan:AddParticle(trail); end end Just replace "plasma cutter trail" with the name of your trail particle, and "Apollocalipse" with the folder of your mod. EDIT: Also, it's Lua, not LUA. |
Author: | Joe [ Fri Aug 07, 2009 3:34 am ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
Or, if I am not mistaken, you can do what the Coalition Heavy Sniper does, only have it to where the slug is 1 pixel by 1 pixel, is trailed by a MOPixel emitter, and from there you can add whatever effects you want to it (again, I could be mistaken, so ask a DRL developer). |
Author: | Grif [ Fri Aug 07, 2009 2:39 pm ] |
Post subject: | Re: Attaching a MOPixel as an Emitter to an MOPixel Round |
Or you could look at the entirely free-to-browse, use, modify, and distribute code that comes with the game. |
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