Yeah well i tryed mixing an emote and weapon together so that the person's hands on fire everytime they mount the weapon but it didnt work lol, how would i do that, heres what i done:
datablock ParticleData(FireSpellTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "0 1 0 0.2";
colors[1] = "0 1 0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(FireSpellTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = FireSpellTrailParticle;
};
//effects
datablock ParticleData(FireSpellExplosionParticle)
{
dragCoefficient = 5;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 200;
textureName = "base/data/particles/bubble";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.0 0.9 0.0 0.9";
colors[1] = "0.0 0.5 0.0 0.0";
sizes[0] = 0.35;
sizes[1] = 0.0;
};
datablock ParticleEmitterData(FireSpellExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "FireSpellExplosionParticle";
};
datablock ExplosionData(FireSpellExplosion)
{
//explosionShape = "";
soundProfile = arrowExplosionSound;
lifeTimeMS = 150;
particleEmitter = FireSpellExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("FireSpellDirect", '<bitmap:add-ons/ci/arrow> %1', '%2 <bitmap:add-ons/ci/arrow> %1',1,1);
datablock ProjectileData(FireSpellProjectile)
{
projectileShapeName = "./shapes/empty.dts";
directDamage = 45;
directDamageType = $DamageType::FireSpellDirect;
radiusDamage = 0;
damageRadius = 0;
radiusDamageType = $DamageType::FireSpellDirect;
explosion = FireSpellExplosion;
particleEmitter = FireSpellTrailEmitter;
muzzleVelocity = 65;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.25;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(FireSpellItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/empty.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Fire Spell";
iconName = "";
doColorShift = false;
colorShiftColor = "0 1 0 1.000";
// Dynamic properties defined by the scripts
image = FireSpellImage;
canDrop = true;
};
datablock ParticleData(FireHand)
{
textureName = "base/data/particles/cloud";
dragCoefficient = 0.0;
gravityCoefficient = -0.7;
inheritedVelFactor = 0.0;
windCoefficient = 0;
constantAcceleration = 0.0;
spinSpeed = 0;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
useInvAlpha = false;
colors[0] = "1 1 0.3 0.0";
colors[1] = "1 1 0.3 1.0";
colors[2] = "0.6 0.0 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 1.0;
sizes[2] = 0.6;
};
datablock ParticleEmitterData(FireHandEmitter)
{
ejectionPeriodMS = 14;
periodVarianceMS = 4;
ejectionVelocity = 0.0;
ejectionOffset = 0.40;
velocityVariance = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = FireHand;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FireSpellImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;
mountPoint = $RHandSlot;
rotation = "1 0 0 -90";
stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = False;
stateEmitter[1] = FireHandEmitter;
stateName[2] = "Done";
stateScript[2] = "onDone";
};
Take note i havent edited everything yet i've been trying to get the fire to come out the persons hand then ill work on the particles.