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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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