Author |
Message |
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Adding custom bullets with specific sprites?
So I was wondering how to create a gun that shoots a bullet that has a preset sprite instead of some random yellow dots. How do I do this?
|
Mon Mar 07, 2011 12:55 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: Adding custom bullets with specific sprites?
You could define the ammo as a MOSRotating. It's basically the same as defining an AEmitter, except that you skip all the emitting parts. You can add sharpness, mass, almost anything to it.
|
Mon Mar 07, 2011 1:02 am |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Adding custom bullets with specific sprites?
Even an AEmitter, for swankey trails and such.
|
Mon Mar 07, 2011 1:10 am |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Adding custom bullets with specific sprites?
And how do I do any of that?
|
Mon Mar 07, 2011 1:12 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: Adding custom bullets with specific sprites?
Well, go and grab any AEmitter and use it as a template! For example, go to the coalition's launchers and grab it's rocket AEmitter. Use your custom sprite, modify everything you want, even remove the emissions if you want, etc.
And there you go.
|
Mon Mar 07, 2011 1:21 am |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Adding custom bullets with specific sprites?
Ah, I see now. Thanks.
|
Mon Mar 07, 2011 1:55 am |
|
|
dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
|
Re: Adding custom bullets with specific sprites?
Okay you guys, it sounds to me Miggles would like the simplest and Easiest way to do this. Asklar, a MOSRotating is like an Emitter, however it isn't the greatest way to make a simple bullet, same with an AEmitter. The simplest and easiest way to do so is to define a MOSParticle, as said above. Though they all have their benefits i believe what you're looking for is the MOSParticle. Unless of course you want this bullet to follow a trajectory, because MOSParticles do not have the variable: OrientToVel, which as the name states, rotates it to follow the trajectory path. This means a MOSParticle with a sprite of a box, will always have that box perfectly horizontal at all times. Though the points made by RoastVeg, Nos[the rest of his name] and Asklar is valid and no offence to either of them. To everyone else, please try to explain stuffs before you post, also find the MOST direct way of doing something. edit: If further question is required, you can define a MOPixel as a MOSParticle instead and then just add a sprite to it. Without the color variable. Aka: Code: SpriteFile = ContentFile FilePath = Koopa Troopa.rte/Weapons/Hammer/HammerA.bmp FrameCount = 8 SpriteAnimMode = 1 SpriteAnimDuration = 1000 SpriteOffset = Vector X = 0 Y = 0
|
Mon Mar 07, 2011 2:37 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: Adding custom bullets with specific sprites?
MOSParticles, I never paid attention to those.
In my opinion, there should be more guides on how to make guns, but more complex ones, because right now the only guides that there are are mainly to introduce basic gun making. One that covered many types of proyectiles, differences, basic scripts, etc., I think that in that way there would be much more variation on guns, because people tend to use mainly MOPixels for almost anything and AEmitters for heavy weapons, and MOSParticles could perfectly be used instead.
Something like that is needed.
|
Wed Mar 09, 2011 3:05 am |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Adding custom bullets with specific sprites?
I've seen MOSRotatings used a lot. They're really good for when you want something to behave like an actor without actually being one.
|
Wed Mar 09, 2011 6:00 pm |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Adding custom bullets with specific sprites?
Ok. I defined it as a MOSParticle. I followed your instructions. I added the sprite. There's some error with line 8.
Attachments:
File comment: Here
1SMGB25.rte.rar [354.81 KiB]
Downloaded 180 times
|
Fri Mar 11, 2011 12:44 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: Adding custom bullets with specific sprites?
Why didn't you simply copy and paste the relevant part of the code instead of posting the entire RTE?
|
Fri Mar 11, 2011 12:52 am |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Adding custom bullets with specific sprites?
I don't know. I felt like it.
|
Fri Mar 11, 2011 1:51 am |
|
|
dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
|
Re: Adding custom bullets with specific sprites?
Which gun?
|
Fri Mar 11, 2011 1:58 am |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Adding custom bullets with specific sprites?
125.ini.
|
Fri Mar 11, 2011 2:07 am |
|
|
dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
|
Re: Adding custom bullets with specific sprites?
There are syntax errors and presetname always goes first when defining an object. Code: AddAmmo = Round PresetName = Round Kniferrifle ParticleCount = 1 Particle = MOSParticle >tab>SpriteFile = ContentFile >tab>FilePath = 1SMGB25.rte/Devices/Knife.bmp Move Under Particle =>PresetName = Particle Kniferrifle Mass = 0.008 RestThreshold = 500 LifeTime = 1500 Sharpness = 250 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal Shell = MOSParticle CopyOf = Casing FireVelocity = 80 ShellVelocity = 10 Separation = 5
|
Fri Mar 11, 2011 2:50 am |
|
|
|