Author Topic: the size of my explosion will not change  (Read 613 times)

yes ever used the mini nuke and seen the explosion well its too big so i want to change it to about the size of lets say the he grenade and i changed it but it wont work here's what i have

Code: [Select]
//nukeLauncher.cs

//audio
datablock AudioProfile(nukeFireSound)
{
   filename    = "./nuke_Fire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(nukeExplodeSound)
{
   filename    = "./nuke_blast.wav";
   description = AudioDefault3d;
   preload = true;
};

exec("add-ons/weapon_rocket_launcher/weapon_rocket launcher.cs");

//muzzle flash effects
datablock ParticleData(nukeLauncherFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(nukeLauncherFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeLauncherFlashParticle";


};

datablock ParticleData(nukeLauncherSmokeParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 250;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;

   colors[0]     = "0.8 0.7 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 1.25;
   sizes[1]      = 2.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(nukeLauncherSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeLauncherSmokeParticle";


};


//bullet trail effects
datablock ParticleData(nukeTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 3000;
lifetimeVarianceMS   = 805;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

sizes[0]      = 0.75;
sizes[1]      = 1.12;
   sizes[2]      = 5.35;
  sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(nukeTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeTrailParticle";
};

datablock ParticleData(nukeExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.1 0.1 0.1 1";
colors[1]     = "0.4 0.5 0.5 0.9";
colors[1]     = "0.2 0.1 0.1 0.0";
sizes[0]      = 12.0;
sizes[1]      = 50.0;
sizes[2]      = 1.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(nukeExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeExplosionParticle";


   emitterNode = TenthEmitterNode;
};

datablock ParticleData(nukeOverlayExplosionParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star";
spinSpeed = 900.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 0.1";
colors[0]     = "0.9 0.5 0.2 0.06";
colors[0]     = "0.7 0.4 0.1 0.0";
sizes[0]      = 90.0;
sizes[1]      = 2.0;
sizes[2]      = 1.0;
   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 1.0;


useInvAlpha = true;
};
datablock ParticleEmitterData(nukeOverlayExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 90;
   velocityVariance = 0.0;
   ejectionOffset   = 9.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeOverlayExplosionParticle";


   emitterNode = TenthEmitterNode;
};

datablock ParticleData(nukeExplosionRingParticle)
{
dragCoefficient      = 4;
gravityCoefficient   = -2.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9350;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.2";
colors[1]     = "0.2 0.2 0.2 0.0";
sizes[0]      = 16;
sizes[1]      = 19;

useInvAlpha = false;
};
datablock ParticleEmitterData(nukeExplosionRingEmitter)
{
lifeTimeMS = 90;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 120;
   velocityVariance = 1.0;
   ejectionOffset   = 20.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "nukeExplosionRingParticle";
};

datablock DebrisData(nukeBitsDebris)
{
   emitters = "nukeTrailEmitter";

lifetime = 0.1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;

gravModifier = 1;
};

datablock ExplosionData(nukeExplosion)
{
   //explosionShape = "";
   //explosionShape = "./explosionSphere1.dts";
soundProfile = nukeExplodeSound;

   debris = nukeBitsDebris;
   debrisNum = 90;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 680;
   debrisVelocityVariance = 60;
   lifeTimeMS = 250;

   particleEmitter = nukeExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = nukeExplosionRingEmitter;
   emitter[1] = nukeOverlayExplosionEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 2.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 60;
   lightEndRadius = 80;
   lightStartColor = "0.9 0.8 0.2 1";
   lightEndColor = "0.3 0.1 0.0 1";

   damageRadius = 17;
   radiusDamage = 250;

   impulseRadius = 20;
   impulseForce = 4000;
};

datablock ProjectileData(nukeProjectile)
{
   projectileShapeName = "./missile.dts";
   directDamage        = 160;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = nukeExplosion;
   particleEmitter     = nukeTrailEmitter;

   brickExplosionRadius = 29;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 70;             
   brickExplosionMaxVolume = 100;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 50;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 40000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";
};

//////////
// item //
//////////
datablock ItemData(nukeLauncherItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./mininukebeta.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Mini-Nuke-Launcher";
iconName = "./ci_NEWNUKE";
doColorShift = false;
colorShiftColor = "0.100 0.500 0.250 1.000";

// Dynamic properties defined by the scripts
image = nukeLauncherImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(nukeLauncherImage)
{
   // Basic Item properties
   shapeFile = "./mininukebeta.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.0 1.0 -1.05";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = nukeProjectile;
   projectileType = Projectile;

//casing = nukeLauncherShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;
   minShotTime = 1300;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = "0.100 0.500 0.250 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.2;
stateTransitionOnTimeout[0]       = "Ready";
stateScript[0]                  = "onready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;

stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = nukeLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = nukeFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = nukeLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.4;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 1.3;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function nukeLauncherImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, armreadyboth);
}

function nukeLauncherImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, root);
}
« Last Edit: May 28, 2010, 06:29:02 PM by deathrider »

explosiondata.setscale("2 2 2");?

explosiondata.setscale("2 2 2");?
do you think i should change it to that?

Scale down the particles in their datablocks and then scale down the radii set in the explosion datablock.

waaa i dont want to too much work

waaa i dont want to too much work
Then you can't change the size.