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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Jetpack power
So I've been playing around with my little faction and I've been playing with the power of my guns, aka the mass.
Now that one of my bullets is so...mass-y that one shot will propel my actor at least a mile. So I've been offsetting it by increasing the mass of my actor which rendered my jetpack obsolete.
Is there a way to increase the jetpack power?
Jetpack = AEmitter CopyOf = Jetpack M ParentOffset = Vector X = -6 Y = 2 DrawAfterParent = 0 JumpTime = 10 // Secs
Is there anyway to increase the jetpack power?
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Thu Apr 12, 2012 3:53 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Jetpack power
Take a look inside base.rte/effects/pyro.ini I believe it is, that is where the jetpacks are defined. You can there either copy and make your own jetpack with increased particles per minute, increased mass of the particles emitted, or particles emitted more quickly to increase the amount of lift the jetpack makes, or modify it there.
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Thu Apr 12, 2012 5:37 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Jetpack power
Ah thanks. Also, is there a way to increase the damage of weapons without increasing its mass? Because the path I was experimenting with was this:
increase bullet mass --> increase actor mass (to offset kickback) --> increase jetpack power(compensate lack of movement due to increased actor mass)
So is there is a way to increase weapon dmg without creating a ridiculous kickback? I've been working without tutorials which is why my progress is kind of slow.
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Fri Apr 13, 2012 2:20 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Jetpack power
"damage" is pretty arbitrary, but increasing either mass or sharpness will increase the penetrative power of the MOPixel. If you want to have a very heavy MOPixel without the kickback, you can attach a simple Lua script to the MOPixel to set its weight: Code: function create(self) self.Mass = (your final mass); end Set the MOPixel to initially have low weight, and replace (your final mass) with the mass you want the MOPixel to have after it exits your gun. Save the above code into a text file, rename it to (something).lua, put it into your .rte, and add the line Code: ScriptPath = (path_to_lua)/(filename).lua into your MOPixel definition on the same tab level as PresetName.
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Fri Apr 13, 2012 3:05 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Jetpack power
Right so I got an abort message that said that there wasn't a value after the property name
function create(self) self.Mass = (5); end
I attatched this to the MOPixel
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Fri Apr 13, 2012 3:42 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Jetpack power
Oh, you don't need the ()'s Code: function create(self) self.Mass = 5; end
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Fri Apr 13, 2012 3:55 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Jetpack power
You can also increase the number of particles emitted - with a tight spread, this should make for long shots that look like a single projectile. The end result in such a situation is more Wounds. Increasing mass/velocity/sharpness often boosts the chance of an exit wound (which are often quite nasty) but one particle can only ever cause one entry wound and one exit wound, as I understand it.
Another trick would be firing an AEmitter that emits the stream of shots perfectly lined up. This can also be used to sidestep or reduce the recoil problem; I used it to make a sniper rifle that was very deadly and accurate, but didn't have arm-breaking, scope-resetting levels of recoil.
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Fri Apr 13, 2012 4:04 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Jetpack power
Hmm so would I have to make a seperate set of emitters for each number of extra bullets I want or can I just add in a script that all I have to do is change the value? And won't the increased number of shots also increase kickback?
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Fri Apr 13, 2012 4:17 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Jetpack power
Assuming you're trying to apply it to multiple weapons, yes, you'd need a lot of AEmitters defined if you were to use them in the first place - it depends on how you're doing the guns. If you're going more for realism and having calibers that are shared rather than a bullet object defined per gun, then you can save some time and effort there.
If you're feeling really fancy I think you could have a script on each weapon and have the gun fire a dummy projectile, then spawn the actual bullets using the script - but that's a lot of trouble to go to for something so simple. Plus you'd still need one script per gun, or a hell of a lot of if-then checks to get the weapon name and spawn the intended bullet at the intended velocity, making for a long and probably messy script.
Increasing the number of shots will certainly increase recoil, yes - hence why I suggested the AEmitter trick. You can fire a zero-mass emitter that then emits the bullet(s) from nowhere, and nobody will be any the wiser.
There are a couple of other tricks too - such as scripting on the bullets that makes them 'fragment' upon impact. Ultimately there's no one easy way to go about it and get instant results, so you'll just have to play around until you get something you're happy with.
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Fri Apr 13, 2012 4:36 pm |
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Whydoch
Joined: Wed Jan 25, 2012 4:20 pm Posts: 38
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Re: Jetpack power
If you don't want to define a bunch of AEmitters, you could just increase the ParticleCount from 1 to like, 3 or 4 where you define the round. The Coalition Sniper rifle ammo looks like this: Code: AddAmmo = Round PresetName = Round Coalition Sniper Rifle ParticleCount = 3 Particle = MOPixel CopyOf = Particle Coalition Sniper Shell = AEmitter CopyOf = Shell Smoking FireVelocity = 130 ShellVelocity = 10 Separation = 0 The ParticleCount is what gives this gun a bit more oomph.
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Fri Apr 13, 2012 8:45 pm |
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Chordata
Joined: Wed Oct 26, 2011 9:06 pm Posts: 2
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Re: Jetpack power
Leon, did upping the jetpack's power get the results you wanted? After playing the B23 demo for a while, I bought the game, and was suuper frustrated by the nerfed jetpacks. I replaced the B26 pyro.ini with B23's, making just enough updates (completely cluelessly) to make it work. Doesn't cause any problems for me now, and actors are no longer apparently trapped in quicksand.
That may mess up mods, but I haven't noticed it myself. And if all you wanted was more power to the jetpacks, then ignore this....
EDIT: Grammar
Attachments:
File comment: B23 pyro.ini updated for B26. I think.
Pyro.ini [35.03 KiB]
Downloaded 141 times
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Sat Apr 14, 2012 10:07 pm |
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