heres wat u need 2 use it:




u will also need to put these in ur special.cs file:
Code: Select all
datablock ParticleData(CrystalBlossom)
{
textureName = "~/data/shapes/tanks/CrystalBlossom.png";
dragCoefficient = 1.0;
gravityCoefficient = -0.2;
inheritedVelFactor = 0.3;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "1.76 3.57 0.82 3.76";
colors[1] = "1.36 2.57 3.89 0.56";
colors[2] = "1.96 2.77 3.89 0.86";
colors[3] = "1.86 0.24 2.84 0.89";
sizes[0] = 2.52;
sizes[1] = 1.25;
sizes[2] = 5.75;
sizes[3] = 3.95;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 0.5;
times[3] = 1.5;
};
datablock ParticleEmitterData(CrystalBlossomEmitter)
{
ejectionPeriodMS = 73;
periodVarianceMS = 50;
ejectionVelocity = 1.5;
velocityVariance = 1.5;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 100;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "CrystalBlossom";
};
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datablock ProjectileData(CrystalBlossomMeteor)
{
velocity = 65.0; // meters per second
inheritVelocity = 1.00; // how much of shooters velocity to inherit
numBounce = 9; // usually 0
splashArea = 9.0; // usually 0
count = 700000; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 100; // in milliseconds
burstDelay = 10; // milliseconds until next burst if button held down
burstCount = 50; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 10; // usually 1
gravityScale = 0.7; //
sizeScale = 1.0; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/Meteor.png"; // shape or bitmap
tankExplosion = "SplashExplosion"; // datablock for explosion
ownTankExplosion = "SplashExplosion"; // datablock for explosion
bounceExplosion = "BounceExplosion"; // datablock for explosion
otherExplosion = "BounceExplosion"; // datablock for explosion
reticle = "IceReticle";
emitter = "CrystalBlossomEmitter";
};
Code: Select all
datablock ReticleData(IceReticle : DefaultReticle)
{
// Note: reticle position is based on projectile speed, so position is determined by time
bmp = "~/data/shapes/tanks/Icereticle.png";
size = 1.2; // size of reticle in meters
startTime = 0.21; // time (in seconds) to first draw reticle
timeStep = 0.6; // time step (in seconds)
spacingExponent = 1.0; // reticle tick spacing (1=linear, over 1 = bunched near start)
smoothNear = 0.02; // 0->no smoothing, 1->so smooth camera doesn't move
// reticle animation parameters...experimental
doAnim = true;
animBmp = "~/data/shapes/tanks/icereticle.gif";
animTime = 750; // round-trip in milliseconds
animSize = 0.3; // size of animated bmp
};
Code: Select all
$NumPupTypes = 9;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupTypes[3] = "TeleporterPowerup1";
$pupTypes[4] = "TeleporterPowerup2";
$pupTypes[5] = "TeleporterPowerup3";
$pupTypes[6] = "TeleporterPowerup4";
$pupTypes[7] = "CrystalBlossomMeteor";
$pupTypes[8] = "CrystalBlossomMeteor";
$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "vent";
$pupSnds[4] = "vent";
$pupSnds[5] = "vent";
$pupSnds[6] = "vent";
$pupSnds[7] = "ActivateBounce";
$pupSnds[8] = "ActivateBounce";
the 1s in code form should be in ur special.cs file
the images should be in 'game/data/shapes/tank'
right click on images and click, save image as.. to get it
thx, and have fun with the new projectile!

P.S. change the values to wat u want if u want to




P.P.S. what program do u use to make or edit dts files? cuz i wanna add a new explosion with this projectile

??? wrote: wadda ya think?