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 I need a little help. 
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Joined: Sat Sep 19, 2009 8:33 pm
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Post I need a little help.
I'm new to mod creation in cortex command, just barely getting into creating custom effects and emitters for weapons(Which, I barely understand.)
Anyways, I started a new project, and that was 'to create a continuous stream of red laser at least 4 - 5 pixels tall *meaning a large laser* with a glow surrounding the laser', but so far, I have failed in creating the laser, as it fires particles much like a sprayer of some sort.

I can't figure out why the trails aren't getting longer aswell, I made them at least 100000, but they're essentially 7 pixels long including the initial pixel that goes for the projectile.

If I'm confusing you, (I know my typing style is a little long winded and tedious) the weapon is supposed to be reminiscent of the laser rifle in that it creates a constant stream of pixels.

So, can anyone help me? I'll post my mod folder if you want to download and troubleshoot for yourself. I'll also post the ini of the laser itself if you think you can diagnose the problem right there.

--------
TLDR - I'm an idiot, I can't figure out how to make my laser wider / continuous

also, the modweaps folder has a few other things in it, those are just other projects of mine, please disregard those but you're free to look through them, I was just experimenting.


Attachments:
Modweaps.rte.rar [403.39 KiB]
Downloaded 160 times
RiaLaser.ini [5.92 KiB]
Downloaded 173 times
Sat Sep 19, 2009 8:46 pm
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Joined: Sat Sep 19, 2009 8:33 pm
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Post Re: I need a little help.
Alright, through these past couple hours, I've worked out a lot of the issues and learned a lot on how to make this work, but one thing I cannot figure out, would be how to create different offsets for rounds leaving the muzzle.

this is how I'm going to create the wide laser effect.

So, can anyone please let me know how to individually set offsets for mopixels leaving a weapon.


Sun Sep 20, 2009 3:38 am
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happy carebear mom
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Post Re: I need a little help.
You have to make a MOSRotating with AEmitters attached, offsetted, which emit your intended round, then shoot this MOSRotating.


Sun Sep 20, 2009 3:41 am
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Post Re: I need a little help.
Duh102 wrote:
You have to make a MOSRotating with AEmitters attached, offsetted, which emit your intended round, then shoot this MOSRotating.

Could you help me do that? Because I only barely understand how my emitters are working.


Sun Sep 20, 2009 3:56 am
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happy carebear mom
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Post Re: I need a little help.
If you have the emitters working, then simple make a blank MOSRotating and attach copies of the AEmitter like so:
Code:
AddEmitter = AEmitter
(tab)CopyOf = youremitter
(tab)PresetName = (make something up that you can add numbers to)
(tab)ParentOffset = Vector
(tab)(tab)X = 0
(tab)(tab)Y = 0

Replacing the y position with negative and positive numbers to the desired thickness.


Sun Sep 20, 2009 4:14 am
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Post Re: I need a little help.
Duh102 wrote:
If you have the emitters working, then simple make a blank MOSRotating and attach copies of the AEmitter like so:
Code:
AddEmitter = AEmitter
(tab)CopyOf = youremitter
(tab)PresetName = (make something up that you can add numbers to)
(tab)ParentOffset = Vector
(tab)(tab)X = 0
(tab)(tab)Y = 0

Replacing the y position with negative and positive numbers to the desired thickness.


My emitter also contains the effects for my weapons, but I have them at the desired thickness that I want them at, so would I have to add another emitter, and make another particle for the round so they both shoot at once?

I'm probably making this much more complicated than it should be.

Code:
////////////////
// Particles


AddEffect = MOPixel
   PresetName = Bullet Laser
   Mass = 0.001
   GlobalAccScalar = 0
   RestThreshold = -500
   LifeTime = 500
   Sharpness = 280
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 225
      G = 0
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Wet Concrete
      TrailColor = Color
         R = 230
         G = 0
         B = 0
      TrailLength = 10000000

AddEffect = MOPixel
   PresetName = Particle Laser
   ScreenEffect = ContentFile
      FilePath = Modweaps.rte/Devices/Weapons/RiaLaser/RedTiny.bmp
   EffectStartTime = 0
   EffectStopTime = 460
   EffectStartStrength = 0.55
   EffectStopStrength = 0.1
   Mass = 0.001
   GlobalAccScalar = 0
   RestThreshold = -500
   LifeTime = 100
   Sharpness = 280
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 185
      G = 0
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Gas
      TrailColor = Color
         R = 170
         G = 0
         B = 0
      TrailLength = 10000000


AddEffect = MOPixel
   PresetName = Particle Flamer Light 1
   ScreenEffect = ContentFile
      FilePath = Modweaps.rte/Devices/Weapons/RiaLaser/RedSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 520
   EffectStartStrength = 0.75
   EffectStopStrength = 0.2
   Mass = 0.3
   GlobalAccScalar = 0
   RestThreshold = -500
   LifeTime = 500
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 230
         G = 0
         B = 0
      TrailLength = 0
      
AddEffect = MOPixel
   PresetName = Particle Flamer Light 2
   ScreenEffect = ContentFile
      FilePath = Modweaps.rte/Devices/Weapons/RiaLaser/RedTiny.bmp
   EffectStartTime = 0
   EffectStopTime = 460
   EffectStartStrength = 0.55
   EffectStopStrength = 0.1
   Mass = 0.2
   GlobalAccScalar = 0
   RestThreshold = -500
   LifeTime = 500
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 230
      G = 0
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 0
         B = 0
      TrailLength = 0


//////////////////
// Flame Launcher

AddAmmo = AEmitter
   PresetName = Particle Light Flamer
   Mass = 0.001
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
/*
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 1
      ParticlesPerMinute = 1
      BurstSize = 2
      Spread = 0.01
      MaxVelocity = 20
      MinVelocity = 12
      PushesEmitter = 0
*/
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Flamer Light 1
      ParticlesPerMinute = 5
      BurstSize = 4
      Spread = 0
      MaxVelocity = 150
      MinVelocity = 135
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Flamer Light 2
      ParticlesPerMinute = 6
      BurstSize = 6
      Spread = 0
      MaxVelocity = 150
      MinVelocity = 123
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Flamer Light 1
      ParticlesPerMinute = 5
      BurstSize = 4
      Spread = 0
      MaxVelocity = 60
      MinVelocity = 50
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Flamer Light 2
      ParticlesPerMinute = 6
      BurstSize = 6
      Spread = 0.3
      MaxVelocity = 60
      MinVelocity = 45
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Laser
      ParticlesPerMinute = 6
      BurstSize = 6
      Spread = 3
      MaxVelocity = 15
      MinVelocity = 8
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Bullet Laser
      ParticlesPerMinute = 1
      BurstSize = 6
      Spread = 0
      MaxVelocity = 350
      MinVelocity = 290
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1

//////////////
// Weapon

AddAmmo = Round
   PresetName = Round Flamer Light
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Particle Light Flamer
   Shell = None
   FireVelocity = 5
   ShellVelocity = 0
   Separation = -4


this is what I have currently for my emitters/effects/actual laser part.


Sun Sep 20, 2009 4:26 am
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happy carebear mom
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Post Re: I need a little help.
You can have the effects emitter emit your MOSRotating.


Sun Sep 20, 2009 4:31 am
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Post Re: I need a little help.
Duh102 wrote:
You can have the effects emitter emit your MOSRotating.

How would I do that exactly? I'm still trying to find a blank MOSRotating I can work with.
something like
Code:
   AddEmission = Emission
      EmittedParticle = MOSRotating
         CopyOf = Round Laser
      ParticlesPerMinute = 1
      BurstSize = 3
      Spread = 0
      MaxVelocity = 150
      MinVelocity = 135
      PushesEmitter = 0


then declare the MOSRotating somewhere?


Sun Sep 20, 2009 4:35 am
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happy carebear mom
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Post Re: I need a little help.
Yeah. Here, use this for a stripped-down MOSRotating. I believe it is as bare as you can make a MOSRotating and have it still work.
Code:
AddAmmo = MOSRotating
(tab)PresetName = Bare MOSRotating
(tab)Mass = 1
(tab)Sharpness = 0
(tab)HitsMOs = 0
(tab)GetsHitByMOs = 0
(tab)SpriteFile = ContentFile
(tab)(tab)FilePath = Base.rte/Null.bmp
(tab)FrameCount = 1
(tab)SpriteOffset = Vector
(tab)(tab)X = 0
(tab)(tab)Y = 0
(tab)AtomGroup = AtomGroup
(tab)(tab)AutoGenerate = 1
(tab)(tab)Material = Material
(tab)(tab)(tab)CopyOf = Air
(tab)(tab)Resolution = 1
(tab)(tab)Depth = 0
(tab)DeepGroup = AtomGroup
(tab)(tab)AutoGenerate = 1
(tab)(tab)Material = Material
(tab)(tab)(tab)CopyOf = Air
(tab)(tab)Resolution = 1
(tab)(tab)Depth = 1
(tab)DeepCheck = 0
(tab)OrientToVel = 1


Sun Sep 20, 2009 4:39 am
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Post Re: I need a little help.
Duh102 wrote:
Yeah. Here, use this for a stripped-down MOSRotating. I believe it is as bare as you can make a MOSRotating and have it still work.


What am I using as the round exactly, the MOSRotating or the Emitter?


Sun Sep 20, 2009 4:41 am
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happy carebear mom
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Post Re: I need a little help.
You have your effects set up such that the first AEmitter has some fire stuff, right? Have that emitter also emit the wide beam MOSRotating. Fire the first AEmitter, or whatever it's attached to.


Sun Sep 20, 2009 4:43 am
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Post Re: I need a little help.
Duh102 wrote:
You have your effects set up such that the first AEmitter has some fire stuff, right? Have that emitter also emit the wide beam MOSRotating. Fire the first AEmitter, or whatever it's attached to.


Got it, I'll post the results of what I get when I finish it.

Thanks a ton man, I think I might be able to get it.


Sun Sep 20, 2009 4:44 am
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Post Re: I need a little help.
Hmm, How do I attach them to the MOSRotating? The same way you attach the emissions to the emitters?


Sun Sep 20, 2009 4:55 am
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happy carebear mom
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Post Re: I need a little help.
You have the first AEmitter emit the MOSRotating like it does the other emissions, then attach the second AEmitters to the MOSRotating like I showed above, like 5 posts ago or so.


Sun Sep 20, 2009 4:57 am
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Post Re: I need a little help.
Duh102 wrote:
You have the first AEmitter emit the MOSRotating like it does the other emissions, then attach the second AEmitters to the MOSRotating like I showed above, like 5 posts ago or so.


I get how to emit the MOSRotating, here's where I'm confused.

Code:
AddAmmo = MOSRotating
   PresetName = Laser Round
   Mass = 1
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 1
   DeepCheck = 0
   OrientToVel = 1
AddEmitter = AEmitter
   CopyOf = Round Laser
   PresetName = Round Laser Top
   ParentOffset = Vector
      X = 0
      Y = 1
AddEmitter = AEmitter
   CopyOf = Round Laser
   PresetName = Round Laser Bottom
   ParentOffset = Vector
      X = 0
      Y = -1


Like that?


Sun Sep 20, 2009 5:01 am
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