Blockland Forums > Modification Help
Bright flash on impact
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Muffinmix:
I've noticed some weapons produce a bright flash when they explode (some bombs, the Bot Cannon, Guided Missle). How do you get a weapons to do that? I've dissected the scripts but found nothing.
rkynick:
well i would figure it has something to do with this:
--- Code: ---%targetobject.setwhiteout(1.022);
--- End code ---
in
--- Code: ---function MissileRadius(%sourceObject, %position, %radius, %damage, %damageType, %impulse, %rigger)
{
%pos = VectorAdd(%position, "0 0" SPC 0.2);
new Projectile()
{
dataBlock = "BrickdestroyerProjectile";
initialPosition = %pos;
initialVelocity = "0 0 -500";
sourceObject = %rigger.player;
client = %rigger;
};
InitContainerRadiusSearch(%position, %radius, $TypeMasks::PlayerObjectType);
while ((%targetObject = containerSearchNext()) != 0) {
%halfradius = %radius / 2;
%dist = containerSearchCurrRadiusDist();
%distScale = (%dist < %halfRadius)? 1.0:
1.0 - ((%dist - %halfRadius) / %halfRadius);
if(minigamecandamage(%rigger.player, %targetobject)){
%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
%impulseVec = VectorNormalize(%impulseVec);
%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
%targetObject.applyImpulse(%position, %impulseVec);
if(%targetobject != %rigger.player){
%targetobject.setwhiteout(1.022);
}
}
}
}
--- End code ---
Space Guy:
That's for a flash-grenade sort of effect - blinding.
The ones I think you mean:
--- Quote ---datablock ExplosionData(gunExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = gunExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = gunExplosionRingEmitter;
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("Gun", '<bitmap:add-ons/ci/gun> %1', '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(gunProjectile)
{
projectileShapeName = "./shapes/bullet.dts";
directDamage = 30;
directDamageType = $DamageType::Gun;
radiusDamageType = $DamageType::Gun;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloati ng = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 700;
verticalImpulse = 1000;
explosion = gunExplosion;
particleEmitter = bulletTrailEmitter;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
--- End quote ---
Bold = Explosion light
Italics = Projectile light
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