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 changing jetpack strength 
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Joined: Tue Aug 12, 2008 2:35 pm
Posts: 5
Location: U.S. East Coast
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Post changing jetpack strength
:???:

how do I make the jetpack able to lift more weight?

(new modder here =])


Sat May 09, 2009 1:17 am
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Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
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Post Re: changing jetpack strength
Well.....for since the jetpack is an AEmitter (tell me if you dont know what it is), the only thing you can do is change the mass of the particles it emits, or the rate of which how to do this. To do this:

Code:
AddEffect = Attachable
   PresetName = Soldier Template Jetpack Flash
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Soldier Template.rte/Images/MuzzleFlash02.bmp
   FrameCount = 3
   SpriteOffset = Vector
      X = -2
      Y = -6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 100
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 100
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   ScreenEffect = ContentFile
      FilePath = Soldier Template.rte/Images/YellowSmall.bmp
   DrawAfterParent = 0

AddEffect = MOPixel
   PresetName = Soldier Template Jetpack Blast 1
   Mass = 1.25  <----------------(here, make it more massive until you get what you want)
   LifeTime = 50
   Sharpness = 0.3
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 187
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 255
         B = 159
      TrailLength = 5

AddEffect = MOPixel
   PresetName = Soldier Template Jetpack Blast 2
   Mass = 1.25 <-----------------(here too)
   LifeTime = 75
   Sharpness = 0.3
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 255
         B = 0
      TrailLength = 4

AddEffect = AEmitter
   PresetName = Soldier Template Jetpack
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Soldier Template.rte/Images/Jetpack.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -12
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Soldier Template Jetpack Blast 1 <--------  This is what it emits
      Spread = 0.1
      MaxVelocity = 24
      MinVelocity = 12
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Soldier Template Jetpack Blast 2 <---------  This is what it emits
      Spread = 0.15
      MaxVelocity = 24
      MinVelocity = 12
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Soldier Template Jetpack Blast 1  <------------- This is what it emits
      Spread = 0.25
      MaxVelocity = 30
      MinVelocity = 12
   EmissionSound = Sound
      AddSample = ContentFile
         FilePath = Soldier Template.rte/Sounds/Jet.wav
      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Soldier Template.rte/Sounds/JetStart.wav
   EndSound = Sound
      AddSample = ContentFile
         FilePath = Soldier Template.rte/Sounds/JetEnd.wav
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 8000   <---------------(right here, tinker with the number til you get what you want)
   BurstSize = 20
   BurstScale = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = Attachable
      CopyOf = Soldier Template Jetpack Flash
   FlashOnlyOnBurst = 0



Unfortunately, cant tell you exactly what mass to use, but you better just play with it til you get it right.

Creds to azukki for the awesome templates :)


Sat May 09, 2009 1:24 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: changing jetpack strength
The velocities on the emissions are also a critical factor.

BurstSize and BurstScale affect how much of a propulsion bonus tapping the jet button gives.
BurstSpacing can be used to limit the bursts' use. The value is how many milliseconds of delay there is before you can use the burst again.
note to self: add that to the templates' jets

On the actor, just below where the jetpacks for the actor is identified, there is a JumpTime variable. That is how many seconds of fuel the jetpack has.


Last edited by Azukki on Sat May 09, 2009 2:16 am, edited 1 time in total.



Sat May 09, 2009 1:34 am
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Joined: Tue Aug 12, 2008 2:35 pm
Posts: 5
Location: U.S. East Coast
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Post Re: changing jetpack strength
thanks guys =]


Sat May 09, 2009 1:57 am
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