Author Topic: Magic RPG is back!  (Read 5853 times)

Um, Jervan, you mean in v0002 or Retail? o_o
... oh! It's BL 1.03 in case you didn't guess.

naw, PPT will work on whatever project we happen to be assigned to.


very cool :D you like making rpgs and i didnt try and steal your rpg!

This would be cool, but it's got the words "Harry" and "Potter" in the title...

Can I join? I have retail. :)

Maybe I can be an admin *cough*cough* *wink* *wink*

WTF your a forum admin.

what do you mean Mr. Pickle?

I'm not a forum admin. Am I?

what do you mean Mr. Pickle?

I'm not a forum admin. Am I?

You were a bit earlier. I think Badspot might have screwed up when he unblockheaded you.

Yeah, Badspot clicked the wrong thing. I Pm'd him telling him that Reactor Worker was a Forum Admin heres what he said:

Quote from: Badspot
Aww hell I clicked the wrong thing.  I can't believe there's no "are you sure" safety on that.  Thanks for the heads up. 

Quote from: MrPickel
Reactor Worker forum admin. Is he really, did you make a mistake or is it his avatar.

why did you say anything? :(

Thats a shame. I could have been a good admin.

Ohwell. *rolls eyes*

10 day bump :D

Anyway I need to know things about particles and emmiters because the spells look like shihat at the moment.

// ###############
// ## PARTICLES ##
// ###############

datablock ParticleData(wand2ExplosionParticle){
   dragCoefficient = 3.0; // Don't know
   windCoefficient = 0.0; // Don't know
   gravityCoefficient = 0.5; // Don't know
   inheritedVelFactor = 0.0; // Don't know
   constantAlleleration = 0.0; // Don't know
   lifeTimeMS = 1100; // How long it lasts, I think.
   lifeTimeVarianceMS = 300; // Don't know
   spinSpeed = 10.0; // Makes it spin a bit methinks
   spinRandomMin = -20.0; // Don't know
   spinRandomMax = 40.0; // Don't know
   useInvAlpha = true; // Don't know
   animateTexture = false; //Don't know
   //framesPerSec = 1;
   //animTexName = "~/data/particles/cloud";
   textureName = "base/data/particles/cloud"; //Obvious...
   colors[0] = "0.3 0.3 0.2 0.9"; //Obvious...
   colors[1] = "0.2 0.2 0.2 0.0"; //Obvious...
   sizes[0] = 8.0; //Obvious...
   sizes[1] = 14.0; //Obvious...
   times[0] = 0.0; //Obvious...
   times[1] = 1.0; //Obvious...
};
datablock ParticleEmitterData(wand2ExplosionEmitter){
   ejectionPeriodMS = 10; //Don't Know
   periodVarianceMS = 0; //Don't Know
   lifeTimeMS = 35; Obvious...
   ejectionVelocity = 8; //Don't Know
   velocityVariance = 1.0; //Don't Know
   ejectionOffest = 0.0; //Don't Know
   thetaMin = 0; //Don't Know
   thetaMax = 90; //Don't Know
   phiReferenceVel = 0; //Don't Know
   phiVariance = 360; //Don't Know
   overrideAdvance = false; //Don't Know
   particles = "wand2ExplosionParticle"; //Obvious...
};

all the ejection ones have something to do with "coming out"


That was fun to type :cookieMonster:

I can't set a specific date for serer openage until I know all those particle dohickeys :panda:

I asked about this somewhere, i would try and find the topic for you but im kinda busy.