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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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.
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Sat Sep 19, 2009 8:46 pm |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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.
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Sun Sep 20, 2009 3:38 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Sun Sep 20, 2009 3:41 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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.
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Sun Sep 20, 2009 3:56 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Sun Sep 20, 2009 4:14 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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.
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Sun Sep 20, 2009 4:26 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: I need a little help.
You can have the effects emitter emit your MOSRotating.
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Sun Sep 20, 2009 4:31 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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?
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Sun Sep 20, 2009 4:35 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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
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Sun Sep 20, 2009 4:39 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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?
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Sun Sep 20, 2009 4:41 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Sun Sep 20, 2009 4:43 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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.
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Sun Sep 20, 2009 4:44 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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?
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Sun Sep 20, 2009 4:55 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Sun Sep 20, 2009 4:57 am |
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Paradox
Joined: Sat Sep 19, 2009 8:33 pm Posts: 32
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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?
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Sun Sep 20, 2009 5:01 am |
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