How Projectile Has Particle?

Author Topic: How Projectile Has Particle?  (Read 2253 times)

Hello How do you made it so the projectile emitts particles such as the rocketlauncher projectile?

We've finally got a contender for MrPickle's throne, I think.

We've finally got a contender for MrPickle's throne, I think.
No, MrPickle's questions were about things that the common BLer could not do. This however is something the common BLer could do. Still, 18 topics is a lot.
« Last Edit: May 25, 2008, 09:46:56 AM by Spation »

oo i know how about you people stop bitching and answer the question if not how about dont say anything

Have you read the rocket launcher script and actually looked at it to see anything which may possibly help?

Perhaps the 'ProjectileData' part.

Hello How do you made it so the projectile emitts particles such as the rocketlauncher projectile?

The spikey part comming out of the rocket is animated with the projectile.

Yeah, there's no sense in asking for help when a solution has presented itself in example form, especially in the form of code that is included with the game.  Try solving an issue logically and maybe the people with the knowledge you seek will be inclined to give it after seeing that you have tried to help yourself.

see trader know what to say unlike Ephialtes

Well, sass won't get you any help - thats for sure.

We've finally got a contender for MrPickle's throne, I think.
I actually looked to see if his join date was corrisponding to Pickles blow up date about a week ago, but he joined about a month before.

Oh come on.

COME ON.

Quote
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;        <<--------    HOLY MOTHERloving stuff THIS LOOKS HIGHLY SUSPICIOUS

   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";
};

I've just given you the answer. If you can't figure it out now then there is something wrong with you.

lol its like he copy and paste that

HIGHLY SUSPICIOUS!! :cookieMonster:

Oh come on.

COME ON.

Quote
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;        <<--------    HOLY MOTHERloving stuff THIS LOOKS HIGHLY SUSPICIOUS

   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";
};

I've just given you the answer. If you can't figure it out now then there is something wrong with you.
No.. That can't be it..

Wow People Take A loving chill pill