Blockland Forums > Modification Help
Dragracer Vehicle Emitters
Uxie:
Isn't it obvious that I did?
alex dude:
--- Quote from: Uxie on September 23, 2010, 07:19:26 PM ---Isn't it obvious that I did?
--- End quote ---
Oh so that snippet of code wasen't the entire emitter code?
Uxie:
Well Isn't that what I am asking?
alex dude:
--- Quote from: Uxie on September 23, 2010, 07:22:39 PM ---Well Isn't that what I am asking?
--- End quote ---
Ill take a look at another vehicles emitters for you to check.
EDIT: I looked on the turismo model and the Mount 3 and Mount 4 Joints are used for the smoke emitter.
--- Code: ---datablock ParticleData(VehicleNameExhaustParticle)
{
textureName = "base/data/particles/cloud";
dragCoefficient = 0.0;
windCoefficient = 0.5;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
lifetimeMS = 300;
lifetimeVarianceMS = 0;
useInvAlpha = true;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "0.7 0.5 0.2 0.7";
colors[1] = "0.7 0.7 0.7 0.07";
colors[2] = "0.75 0.75 0.75 0.0";
sizes[0] = 0.20;
sizes[1] = 0.25;
sizes[2] = 3;
times[0] = 0;
times[1] = 0.1;
times[2] = 1;
};
datablock ParticleEmitterData(VehicleNameExhaustEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0.5;
velocityVariance = 0.0;
ejectionOffset = 0.1;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "VehicleNameExhaustParticle";
};
datablock ParticleData(VehicleNameExhaustTireParticle)
{
dragCoefficient = 3;
windCoefficient = 0;
gravityCoefficient = 1;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
spinRandomMin = -90;
spinRandomMax = 90;
lifetimeMS = 900;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/chunk";
colors[0] = "0.1 0.1 0.1 1";
colors[1] = "0.1 0.1 0.1 0";
sizes[0] = 0.4;
sizes[1] = 0.05;
};
datablock ParticleEmitterData(VehicleNameExhaustTireEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0.5;
velocityVariance = 0.0;
ejectionOffset = 0.1;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "VehicleNameExhaustTireParticle";
};
datablock ShapeBaseImageData(VehicleNameExhaustImage1)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;
mountPoint = 3;
rotation = "1 0 0 -90";
stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;
stateName[1] = "FireA";
stateEmitter[1] = VehicleNameExhaustEmitter;
stateEmitterTime[1] = 10000;
};
function VehicleNameSmokeCheck(%obj)
{
%obj.mountImage(VehicleNameExhaustImage1,2);
}
--- End code ---
That's for One Exaust on mount point 3, You can change the number if you don't like that mount point. Also just replace VehicleName with your vehicles name.
Thanks Phydoux for most of the script :)
Uxie:
I didn't notoce that in the script... Well I used the one from the Arwing. I'll use this one though. The one with the arwing would only use one of my 6 emitters. How to I change the amount of emitters used?