Data Realms Fan Forums http://45.55.195.193/ |
|
More brass http://45.55.195.193/viewtopic.php?f=1&t=21404 |
Page 1 of 1 |
Author: | 111herbert111 [ Sat Feb 05, 2011 6:19 pm ] |
Post subject: | More brass |
Is there a way to make a weapon eject two cases at a time? |
Author: | Azukki [ Sat Feb 05, 2011 7:21 pm ] |
Post subject: | 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. |
Author: | 111herbert111 [ Sun Feb 06, 2011 3:35 am ] |
Post subject: | Re: More brass |
Well thanks, now to figure out emitters. |
Author: | Asklar [ Sun Feb 06, 2011 3:41 am ] |
Post subject: | 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. |
Author: | 111herbert111 [ Sun Feb 06, 2011 4:03 am ] |
Post subject: | 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 |
Author: | Asklar [ Sun Feb 06, 2011 5:17 am ] |
Post subject: | 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. |
Author: | Azukki [ Sun Feb 06, 2011 5:51 am ] |
Post subject: | 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 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. |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |