View unanswered posts | View active topics It is currently Tue Dec 31, 2024 12:02 am



Reply to topic  [ 7 posts ] 
 More brass 
Author Message
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post More brass
Is there a way to make a weapon eject two cases at a time?


Sat Feb 05, 2011 6:19 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: More brass
Or, make the shell be a MOSRotating that gibs into the two casings, with this script applied.
Code:
function Create(self)
self:GibThis()
end

This will have a more natural velocity inheritance effect. It might also be easier, and long as you know how to use a script. If not, I can elaborate on that.


Sat Feb 05, 2011 7:21 pm
Profile
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post Re: More brass
Well thanks, now to figure out emitters.


Sun Feb 06, 2011 3:35 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: More brass
It would be easier Azukki's way, as making it AEmitter first it would emit the casings in a random direction, and if you set low emitted particles it might even not emit casings.
I bet it works and looks better with Azukki's way.


Sun Feb 06, 2011 3:41 am
Profile
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post Re: More brass
Azukki wrote:
Or, make the shell be a MOSRotating that gibs into the two casings, with this script applied.
Code:
function Create(self)
self:GibThis()
end

This will have a more natural velocity inheritance effect. It might also be easier, and long as you know how to use a script. If not, I can elaborate on that.


I would like that very much, I still have quite alot to learn and your assistance would really help me out


Sun Feb 06, 2011 4:03 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: More brass
Yeah, you are right.
You know, it's been a while since I dislike AEmitters, sometimes they are a pain in the ass, sometimes they work fine.
But I still recommend lua, it's something quite important to learn for modders, at least the most basic of parts.


Sun Feb 06, 2011 5:17 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: More brass
111herbert111 wrote:
I would like that very much, I still have quite alot to learn and your assistance would really help me out
Okay, well, to do as I suggested, you basically do this.
1) Make the MOSRotating. This needs to be before the round, and if your casings are custom, it needs to be after them. Use base.rte/null.bmp for the sprite, and give it the two casings as gibs. The gib velocities will affect the spread between the two casings. Setting the gib velocities to 0 would make them overlap, making this a waste of time. I'd suggest a maximum of 4 and a minimum of 1, I guess.
2) Make a new .txt file, paste my code into it, and save it as a lua file.
3) After the PresetName line of the MOSRotating, with the same amount of tabbing, [1 tab] add a ScriptPath line, referencing the lua file. The filepath you need to type in works in basically the same way as referencing sprites or sounds.


Sun Feb 06, 2011 5:51 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 7 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.090s | 13 Queries | GZIP : Off ]