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 "Satilite" laser 
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Joined: Fri Sep 18, 2009 7:44 pm
Posts: 13
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Post "Satilite" laser
i wanna make a laser wich bombs the ground, my source is the "shark" of zalo pack, were the shark shoots horizontal. He shoots a AEmitter>MoPixel
My question: is there a possibility to let the shark shoots vertical?
Code:
AddEffect = MOPixel
   InstanceName = Laser
   Mass = 17
   LifeTime = 50
   Sharpness = 0.4
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 220
      G = 250
      B = 240
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 220
         G = 250
         B = 240
      TrailLength = 800

AddEffect = AEmitter
   InstanceName = Laser
   Mass = 0
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 8
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 7
      Depth = 4
   DeepCheck = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 8
      Depth = 3
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 7
      Depth = 4
   DeepCheck = 0
   JointStrength = 500
   JointStiffness = 1.0
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Laser
      Spread = 0
      MaxVelocity = 1000
      MinVelocity = 1000
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   EmissionOffset = Vector
      X = 0
      Y = 0
   ParticlesPerMinute = 4000
   MinThrottleRange = 1.0
   MaxThrottleRange = 0.5
   BurstSize = 10
   BurstScale = 1
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionAngle = Matrix
      AngleDegrees = 0
   EmissionDamage = 0
   FlashOnlyOnBurst = 0

the dropship part were emmitter is entered
                     -      
                     -
                 Y = 220
   CharHeight = 100
   AddEmitter = AEmitter
      CopyOf = Laser
      ParentOffset = Vector
         X = 0
         Y = 20
   LThruster = AEmitter
      CopyOf = Dummy Dropship Engine A
                        -
                        -


Sat Sep 19, 2009 10:51 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: "Satilite" laser
Go look in the code of a drop ship's engine. There should be something about emission angle you can copy over.

If you can figure it out from here, you'll have learned more than if I told you exact code to plug in.
And I'll have not had to bother finding it myself. Win/Win


Last edited by Azukki on Sat Sep 19, 2009 11:16 pm, edited 3 times in total.



Sat Sep 19, 2009 11:08 pm
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
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Post Re: "Satilite" laser
waldespast wrote:
My question: is there a possibility to let the shark shoots vertical?

Yes.
Code:
   EmissionAngle = Matrix
      AngleDegrees = -90

Next time, please use Pastebin or some such page to paste your code.


Sat Sep 19, 2009 11:09 pm
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Joined: Fri Sep 18, 2009 7:44 pm
Posts: 13
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Post Re: "Satilite" laser
Thx. But i have another Question: the AEmitter is permamently activatet. i added lifetime but it doesnt works. Should i use a other effect.? which?


Sat Sep 19, 2009 11:27 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: "Satilite" laser
Try adding to the emission StopTimeMS = [milliseconds after the AEmitter spawns that you want it to stop at]

With the velocities and PushesEmitter, with the same tabbing.


Sat Sep 19, 2009 11:49 pm
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Joined: Fri Sep 18, 2009 7:44 pm
Posts: 13
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Post Re: "Satilite" laser
big thx you two


Sun Sep 20, 2009 2:14 pm
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