
 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 
