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 Raining? 
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Joined: Wed Sep 09, 2009 3:16 am
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Post Raining?
Can You make it rain water in the ini coding?
or would this require Lua Scripting?


Thu Oct 29, 2009 1:32 am
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happy carebear mom
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Post Re: Raining?
You can place a bunch of AEmitters at the top of the map if you want. It would be laggy though.


Thu Oct 29, 2009 1:37 am
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Post Re: Raining?
oh. Lets see, Might Work :/
Ill Give it a whirl.


Thu Oct 29, 2009 1:40 am
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Loose Canon
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Post Re: Raining?
Godly Descent did rain, and that was far from the laggy part of it. I barely noticed any lag myself.


Thu Oct 29, 2009 2:34 am
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happy carebear mom
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Post Re: Raining?
Don't know if I'm right, but that could be done with a large MOSParticle sprite.


Thu Oct 29, 2009 2:37 am
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Post Re: Raining?
Hyperkultra wrote:
Godly Descent did rain, and that was far from the laggy part of it. I barely noticed any lag myself.


Well im kinda trying to implement this into a scene where it rains, not a craft the comes down in its awesome epicness (most epic craft evar)
Could you like use
Code:
AddEffect = AEmitter
           PresetName = Rain
           AddEmmision = Material
                     Material = Water



Just wondering.
(how would you actually add the other stuff?)
Im not good wit Emmiters :(


Thu Oct 29, 2009 2:51 am
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happy carebear mom
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Post Re: Raining?
Code:
AddEffect = AEmitter
   PresetName = Rainmaker
   Mass = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   GlobalAccScalar = 0
   AirResistance = 0.8
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 0
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOPixrl
         CopyOf = [insert water MOPixel here]
      ParticlesPerMinute = 6000
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 10
      MinVelocity = 0
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstSize = 1
   BurstScale = 1
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionDamage = 0
   FlashOnlyOnBurst = 0


Thu Oct 29, 2009 2:55 am
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Post Re: Raining?
Oh Ok thanks man ur teh (i wrote teh on purpose) best, I look forward to the contest entries btw.


Thu Oct 29, 2009 3:03 am
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happy carebear mom
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Post Re: Raining?
Some of them are quite cool, I assure you.
You will have to make an MOPixel of water for that, I hope you understand. The emitter is set up to emit the particle, but you have to have the particle defined before it, and place it's PresetName in the emission definition.


Thu Oct 29, 2009 3:07 am
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Post Re: Raining?
well i decided to put sum sand instead so should it look like this?
Code:
AddEffect = MOPixel
   PresetName = SandGrains
   Mass = 0.25
   RestThreshold = 500
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 220
      G = 190
      B = 128
   Atom = Atom
      Material = Material
         CopyOf = Sand
         PresetName = SandP
   Shell = None
   FireVelocity = 15
   ShellVelocity = 0
   Separation = 8

AddEffect = AEmitter
   PresetName = SandStorm
   Mass = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   GlobalAccScalar = 0
   AirResistance = 0.8
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 0
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = SandGrains
      ParticlesPerMinute = 6000
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 10
      MinVelocity = 0
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0


Edit:
Duh102's Code wrote:
EmmitedParticle = MOPixrl
CopyOf = {water preset name}


Luckily i caught that :?


Thu Oct 29, 2009 3:24 am
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happy carebear mom
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Post Re: Raining?
dragonxp wrote:
Code:
AddEffect = MOPixel
   PresetName = SandGrains
   Mass = 0.25
   RestThreshold = 500
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 220
      G = 190
      B = 128
   Atom = Atom
      Material = Material
         CopyOf = Sand
      TrailColor = Color
         R = 255
         G = 0
         B = 255
      TrailLength = 0

AddEffect = AEmitter
   PresetName = SandStorm
   Mass = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   GlobalAccScalar = 0
   AirResistance = 0.8
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 0
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = SandGrains
      ParticlesPerMinute = 6000
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 10
      MinVelocity = 0
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0

Here you go.


Thu Oct 29, 2009 3:28 am
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Post Re: Raining?
Thnks alot, learning about AEmitter from this, maybe i can finally make glowing eyes and bullets with glows.

Edit: so i put this where? After the Background scene definitions right?


Thu Oct 29, 2009 3:31 am
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Post Re: Raining?
why has noone said "lord tim made a weathersystems thing that did rain fine" yet?


Thu Oct 29, 2009 5:28 am
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happy carebear mom
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Post Re: Raining?
He wanted it without Lua.


Thu Oct 29, 2009 5:36 am
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