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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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A Newbie needs help.
Hey, I'm pretty new to Cortex Command, and I've already made my first Actor, But I have a question. See, this Actor is a discarded dummy, and it's all rusted and decrepit. All I want it to do is to constantly emit the Gib Sparkyellow1. Is there a way to do this? Thanks. -DevMode
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Mon Jan 17, 2011 5:20 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
Yep, you need to make an AEmitter that emits your particles in the desired way, then do this to any part of your actor [head, body, legs, arms but not hands or feet]: Code: AddEmitter = AEmittier CopyOf = {Insert emitter name here}
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Mon Jan 17, 2011 6:27 am |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
I posted it under the head, it gave me this: Abortion in file referring to an instance("SparkYellow1") to copy that hasn't been defined! blah blah
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Mon Jan 17, 2011 6:49 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
Did you check your spelling? If so then show me the file.
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Mon Jan 17, 2011 6:56 am |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
I'm on a PSP, mate. Could it be that sparkyellow is a gib, not an emitter?
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Mon Jan 17, 2011 7:08 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
Or an emission. You want to copy from an AEmitter and nothing else. Also PSP?
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Mon Jan 17, 2011 5:34 pm |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
Play Station Portable=psp I'm not quite sure what you mean by that. It's odd: No matter where I looked, I couldn't find Spark Yellow 1 anywhere, But it certainly exists because it works when it's gibbed(When the dummy gets shot and stuff) I know its under the subcategory Leaking Machinery. I wrote it like this:
1 AddEffect = AEmitter 2 CopyOf = Spark Yellow 1 3 blah blah about 4 movement and stuff. Should I do AddEffect = Gib? Or add GibParticle = MOpixel after Line 1(AddEffect)
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Mon Jan 17, 2011 8:02 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
I know what a PSP is.
I'm going to have to see the complete file before I can make any sense of what you're saying, sorry.
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Mon Jan 17, 2011 8:11 pm |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
Okay, but one more question: Do you know what file AEmitters are located?
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Mon Jan 17, 2011 8:28 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
Base.rte/Effects/Pyro/Pyro.ini will cover most of them.
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Mon Jan 17, 2011 8:53 pm |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
Okay, I can post the code now: Quote: AddEffect = MOSRotating PresetName = Rust Dummy Head Gib A Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/HeadGibA.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bone Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -4 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 3 Y = -1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -3 Y = -5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = 3 Y = 2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = 1 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel Orange Small A Offset = Vector X = -2 Y = -3.5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small C Offset = Vector X = -2 Y = 1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 125 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack
AddEffect = MOSRotating PresetName = Rust Dummy Head Gib B Mass = 3.09 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/HeadGibB.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0 GibImpulseLimit = 125 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack
AddEffect = MOSRotating PresetName = Rust Dummy Rib Cage Gib A Mass = 26.77 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/RibCageGibA.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -10 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0 GibImpulseLimit = 85 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack
AddEffect = MOSRotating PresetName = Rust Dummy Rib Cage Gib B Mass = 10.42 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/RibCageGibB.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -4 Y = -4 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 0 Y = 2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -1 Y = 1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -2 Y = -5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Offset = Vector X = -2 Y = -1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel Orange Small C Offset = Vector X = 2 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 85 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack
AddEffect = Attachable PresetName = Rust Dummy Head A Mass = 19.03 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 145 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 6 DrawAfterParent = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Rust Dummy Head Gib A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -6 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Rust Dummy Head Gib B Offset = Vector X = -2 Y = 3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 0.5 Y = 2.5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 80 GibWoundLimit = 2 GibSound = Sound CopyOf = Bone Crack
AddActor = Arm PresetName = Rust Dummy Arm FG A Mass = 6 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/ArmFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 185 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = FilePath = Dummy.rte/Actors/Rust Dummy/HandFGA.bmp MaxLength = 12 IdleOffset = Vector X = 5 Y = 6 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -3 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 3 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -2 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -1 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = 5 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Offset = Vector X = 6 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Offset = Vector X = 0 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = -4.5 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 50 GibWoundLimit = 2 GibSound = Sound CopyOf = Bone Crack
AddActor = Arm CopyOf = Rust Dummy Arm FG A PresetName = Rust Dummy Arm BG A SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/ArmBGA.bmp FrameCount = 5 Hand = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/HandBGA.bmp
AddActor = Attachable PresetName = Rust Dummy Foot FG A Mass = 5
HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/FootFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -5 Y = -3 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 2 DeepCheck = 0 JointStrength = 155 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -3 Y = -2 DrawAfterParent = 1
AddActor = Attachable CopyOf = Rust Dummy Foot FG A PresetName = Rust Dummy Foot BG A SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/FootBGA.bmp FrameCount = 4
AddActor = Leg PresetName = Rust Dummy Leg FG A Mass = 9
HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/LegFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Rust Dummy Foot FG A ParentOffset = Vector X = -11 Y = -10 ExtendedOffset = Vector X = 14 Y = 0 ContractedOffset = Vector X = 7 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -6 Y = 1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -5 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 0 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -7 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -3 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -2 Y = -2 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Pipe Small C Offset = Vector X = 3 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 60 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack
AddActor = Leg CopyOf = Rust Dummy Leg FG A PresetName = Rust Dummy Leg BG A SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/LegBGA.bmp FrameCount = 5 Foot = Attachable CopyOf = Rust Dummy Foot BG A ParentOffset = Vector X = -11 Y = -10 AddActor = AHuman PresetName = Rust Dummy Description = An old, discarded Dummy unit. Weaker and more decrepit than a normal Dummy. AddToGroup = Actors Mass = 30 GoldValue = 50 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Rust Dummy/TorsoA.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -16 AngularVel = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Bone Crack PainSound = Sound CopyOf = Bone Crack DeathSound = Sound CopyOf = Bone Crack DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 2600 AimAngle = 0 AimDistance = 30 Perceptiveness = 0.7 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -8 Head = Attachable CopyOf = Rust Dummy Head A ParentOffset = Vector X = -1 Y = -13 Jetpack = AEmitter CopyOf = Jetpack ParentOffset = Vector X = -6 Y = -1 JumpTime = 3 // Secs FGArm = Arm CopyOf = Rust Dummy Arm FG A ParentOffset = Vector X = 0 Y = -8 BGArm = Arm CopyOf = Rust Dummy Arm BG A ParentOffset = Vector X = 4 Y = -9 FGLeg = Leg CopyOf = Rust Dummy Leg FG A ParentOffset = Vector X = 0 Y = 1 BGLeg = Leg CopyOf = Rust Dummy Leg BG A ParentOffset = Vector X = 2 Y = 1 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot StrideSound = Sound CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Rust Dummy Stand Path StartOffset = Vector X = 1 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 1800 StandLimbPathBG = LimbPath CopyOf = Rust Dummy Stand Path StartOffset = Vector X = 4 Y = 17 WalkLimbPath = LimbPath PresetName = Rust Dummy Walk Path StartOffset = Vector X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2 FastTravelSpeed = 4 PushForce = 7000 CrouchLimbPath = LimbPath PresetName = Rust Dummy Crouch Path StartOffset = Vector X = 10 Y = 0 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 5000 CrawlLimbPath = LimbPath PresetName = Rust Dummy Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.3 NormalTravelSpeed = 1.5 FastTravelSpeed = 4 PushForce = 7000 ArmCrawlLimbPath = LimbPath PresetName = Rust Dummy Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = .5 NormalTravelSpeed = 1 FastTravelSpeed = 4 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Rust Dummy Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 6 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = .5 NormalTravelSpeed = 1.0 FastTravelSpeed = 4.0 PushForce = 5000 JumpLimbPath = LimbPath PresetName = Rust Dummy Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Rust Dummy Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddEffect = MOPixel CopyOf = Spark Yellow 1 Mass = 0.001 LifeTime = 75 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 25 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 15 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSRotating CopyOf = Rust Dummy Rib Cage Gib A Offset = Vector X = -2 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Rust Dummy Rib Cage Gib B Offset = Vector X = 0 Y = -5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel Orange Small F Offset = Vector X = -3 Y = -6 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -3 Y = -9 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -1 Y = -1 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -4 Y = -10 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 3200 GibWoundLimit = 4 GibSound = Sound CopyOf = Bone Crack
// AddInventory = HDFirearm // CopyOf = Heavy Digger The Red bolded is the part I'm having trouble with.
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Mon Jan 17, 2011 10:02 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
DevMode wrote: AddEffect = MOPixel CopyOf = Spark Yellow 1 Mass = 0.001 LifeTime = 75 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 8 No, no, no, this has to be an emitter. You can emit these particles in the emitter's emission, but not like this. Try: Code: AddEmitter = AEmitter CopyOf = Leaking Machinery AddEmission = MOPixel CopyOf = Spark Yellow 1 Mass = 0.001 LifeTime = 75 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 8
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Mon Jan 17, 2011 11:06 pm |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
Wrong type in Reader when passed to Serializable::Create() in Dummy.rte/Actors/Rust Dummy/Rust Dummy.ini at line 913!
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Tue Jan 18, 2011 12:11 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A Newbie needs help.
That'll be the emission then...
Last edited by Roast Veg on Thu Jan 20, 2011 5:54 pm, edited 1 time in total.
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Tue Jan 18, 2011 12:15 am |
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DevMode
Joined: Mon Jan 17, 2011 5:01 am Posts: 13
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Re: A Newbie needs help.
Bump for great justice. Please, can someone help me? This is really important to me.
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Thu Jan 20, 2011 6:42 am |
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