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How do I make an AEmitter gib that emit particles?
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Author:  Asklar [ Tue Feb 01, 2011 8:31 am ]
Post subject:  How do I make an AEmitter gib that emit particles?

I'm trying to make a flare, and to create the effect of a lit flare, I need to create a gib which a emits glows.
How would the scripting go? So far, I've made some which crash the game, so I'm asking for help.
Thanks!

Author:  dragonxp [ Tue Feb 01, 2011 8:41 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Just have it gib AEmitters which emit glowy particles.
You'll need this line in your MOPixel
Code:
   ScreenEffect = ContentFile
      FilePath = [your rte].rte/[imagename].bmp
   EffectStartStrength = 0.5
   EffectStartTime = 0
   EffectStopStrength = 0


Give the AEmitters a LifeTime so that they dissipate after awhile.

Author:  Asklar [ Tue Feb 01, 2011 8:58 pm ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Allright, i'm trying that code right now.

Author:  Asklar [ Tue Feb 01, 2011 9:12 pm ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Ok, tried the code, but I get an error in another part:

Code:
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = Jetpack Nozzle
         PresetName = FlareGib
         SpriteFile = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/Flare.bmp
         AddEmission = Emission
            EmittedParticle = MOPixel
               PresetName = Light Thingy
                  Mass = 0.01
                  HitsMOs = 0
                  GlobalAccScalar = -0.3
                  GetsHitByMOs = 0
                  ScreenEffect = ContentFile
                     FilePath = NewWorldIndustries.rte/Devices/YellowSmall.bmp
                  EffectStartStrength = 0.5
                  EffectStartTime = 0
                  EffectStopStrength = 0
                  Color = Color
                     R = 255
                     G = 0
                     B = 255
                  Atom = Atom
                     Material = Material
                        CopyOf = Air
                     TrailColor = Color
                        R = 255
                        G = 0
                        B = 255
                     TrailLength = 3
            ParticlesPerMinute = 180
            BurstSize = 1
            [color=#FF0000]Spread = 3[/color]
            MaxVelocity = 5
            MinVelocity = 1
            PushesEmitter = 0


If I take the Spread = 3, it says the error goes to the next line, to the MaxVelocity = 5, and if I take that one, it goes to the next, and so on.
I remember I had that problem once, but it was with something else, and I solved it defining the particle as a MOPixel. In this case, it's defined and all. What is the problem?

Author:  dragonxp [ Tue Feb 01, 2011 9:24 pm ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Try defining it separately, also i'd like to know the exact error.

Author:  Asklar [ Tue Feb 01, 2011 9:28 pm ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Defining it separately?

Author:  dragonxp [ Wed Feb 02, 2011 12:52 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Like just making it it's own block of text instead of integrating it.

Author:  Asklar [ Wed Feb 02, 2011 1:22 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Maybe I'm being an ass for asking you this much but where can I get a good example of an AEmitter? I checked the rocket launcher's rocket AEmitters but it's kinda strange.

Author:  dragonxp [ Wed Feb 02, 2011 1:42 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Hrm, look in the pyro effects, there ought to be some good ones.

Author:  Asklar [ Wed Feb 02, 2011 2:40 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

¬¬
I made one, but it crashes the game. It says the error is at the AddEmission = Emission line.

Code:
   AddGib = Gib
      GibParticle = AEmitter
         PresetName = FlaryThingo      
         Mass = 0.0001
         HitsMOs = 0
         GetsHitByMOs = 0
         SpriteFile = ContentFile
            FilePath = NewWorldIndustries.rte/Devices/Flare.bmp
         FrameCount = 1
         SpriteOffset = Vector
            X = 0
            Y = 0
         AtomGroup = AtomGroup
         AutoGenerate = 1
            Material = Material
            CopyOf = Military Stuff
         Resolution = 2
         Depth = 5
         AddEmission = Emission
            EmittedParticle = MOPixel
            PresetName = Light Thingy
               Mass = 0.01
               HitsMOs = 0
               GlobalAccScalar = -0.3
               GetsHitByMOs = 0
               ScreenEffect = ContentFile
                  FilePath = NewWorldIndustries.rte/Devices/YellowSmall.bmp
               EffectStartStrength = 0.5
               EffectStartTime = 0
                EffectStopStrength = 0
               Color = Color
                  R = 255
                  G = 0
                  B = 255
               Atom = Atom
                  Material = Material
                     CopyOf = Air
               TrailColor = Color
                  R = 255
                  G = 0
                   B = 255
               TrailLength = 3
                  ParticlesPerMinute = 180
         BurstSize = 1
         Spread = 3
         MaxVelocity = 5
              MinVelocity = 1
              PushesEmitter = 0


So, this is the AEmitter I made, but it doesn't work.

Author:  Asklar [ Wed Feb 02, 2011 3:02 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Duuuuuuuude I did it!
I used as a template the disruptor grenade, and it worked!

Author:  Asklar [ Wed Feb 02, 2011 3:18 am ]
Post subject:  Re: How do I make an AEmitter gib that emit particles?

Hey, uhm, I want to extend the time that the gib emits particles. When I throw the flare into the sky, it emits until it hits the ground. If I throw it in an angle that will make it touch the ground before, well, it emits less.
How can I change that?
I already set LifeTime = 30000 to the gib and to the AEmitter that I defined before.
EDIT: It doesn't matter, got used to it.

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