Author Topic: Custom Playertype Jet Emitters?  (Read 1565 times)

 I am working on a custom playertype that needs custom jet emitters. However, I am clueless on how to define two nodes for the jet emitters. I tried just using the standard player jet emitters for testing purposes, but I found out that the emitters do not emit from the player, but instead, they emit at a certain point on the map. I was testing on a slate like map, and noticed the jets emitting on a specific stationary point on the map.

Would anyone know how to work with custom jets?

Wait, what are you trying to do?

I'm trying to make a custom playertype with custom jets. But I'm clueless on how to properly do it.

I'm trying to make a custom playertype with custom jets. But I'm clueless on how to properly do it.
What do you want the playertype's attributes to be?

What do you want the playertype's attributes to be?

Slow, bulky, and heavy.

Slow, bulky, and heavy.
By bulky do you mean you want the player to be a different scale?

Adjust this to your preference.
Code: [Select]
datablock PlayerData(PlayerUntitledArmor : PlayerStandardArmor)
{
runForce = 100 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 5;
maxBackwardSpeed = 5;
maxSideSpeed = 5;
maxForwardCrouchSpeed = 3;
maxBackwardCrouchSpeed = 2;
maxSideCrouchSpeed = 2;

jetEmitter = "YourEmitter";
jetGroundEmitter = "YourEmitter";

jumpForce = "800";

uiName = "Untitled Player";
};

I am just asking about the jets. I don't know how to assign nodes to function as the jet emitter nodes. Or are there some default nodes I can use?

I am just asking about the jets. I don't know how to assign nodes to function as the jet emitter nodes. Or are there some default nodes I can use?
Code: [Select]
jetEmitter = "YourEmitter";
jetGroundEmitter = "YourEmitter";

That is not what I'm asking about. I need to define to the game which armatures in my  playertype's skeleton are to function as the nodes for the jet emitters.