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cydro's new meteor projectile

Modding questions, answers, help.....

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cydro
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cydro's new meteor projectile

Post by cydro »

hi, its me again and i made a new projectile, its my first and i think u'll all like it

heres wat u need 2 use it:

Image

Image

Image

Image

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";
};
and

Code: Select all

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";
};
and

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
};
dont forget to put it in the power-up slot:

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";
(dont worry about the vent and teleporter, they aren't essential)

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! :rockon:

P.S. change the values to wat u want if u want to :idea: :bounce: :drive: :rockon:

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?
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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Re: cydro's new meteor projectile

Post by TMG Leader »

that pup looks pretty cool, Ill have to try it when I get some free time today
First to fall, last man standing.
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cydro
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Re: cydro's new meteor projectile

Post by cydro »

TMG Leader wrote:that pup looks pretty cool, Ill have to try it when I get some free time today
when would that be? :wizard:
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
fresh_305
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Re: cydro's new meteor projectile

Post by fresh_305 »

Um, im really confused with this stuff. Where do i exactly paste this in the special.cs file? bottom, top, middle, between something...HELP! :?
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Jacob the JESUSFREAK
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Re: cydro's new meteor projectile

Post by Jacob the JESUSFREAK »

can you post a picture?
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cydro
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THE ANSWER

Post by cydro »

fresh_305 wrote:Um, im really confused with this stuff. Where do i exactly paste this in the special.cs file? bottom, top, middle, between something...HELP! :?
well... u just simply find any section similar to the thing that u r pasting, e.g. to paste the emitter, find a section near the top until u find somthing similar to the emitter ur pasting

for the projectile, find a section like it near the middle

for the reticle, its just above the projectile data

for the power-up slot, near the bottom

and that's it!+pictures that r required, all done! :wizard:
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
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cydro
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Posts: 69
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Location: Mystic zodiac

Getting anxious

Post by cydro »

Uhh guys, im getting a little bit anxious of whats happening with my new projectile/ other mods so PLZ post your comments here or their maybe no more mods coming out from me otherwise :o :cry:
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
fresh_305
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Re: THE ANSWER

Post by fresh_305 »

cydro wrote:well... u just simply find any section similar to the thing that u r pasting, e.g. to paste the emitter, find a section near the top until u find somthing similar to the emitter ur pasting

for the projectile, find a section like it near the middle

for the reticle, its just above the projectile data

for the power-up slot, near the bottom

and that's it!+pictures that r required, all done! :wizard:
Do i replace the similar one with what you gave me?
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cydro
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Re: THE ANSWER

Post by cydro »

fresh_305 wrote:
Do i replace the similar one with what you gave me?
try and be more precise on your questions next time (no offense) but i'll try and answer them.

If you mean the images, then, yes

If you mean the stuff for the special.cs file, no but like i said; find a section similar to watever you're pasting in and put after that section but BEFORE the section after that: for example:

i had a projectile datablock section and after that is the "numpuptypes" section. in between, paster the extra projectile data i gave u, and do the same for others.

hope that answers ur question!
The stars.. sa..y that th..e..ga.m..e from..th..e..brain is ab..out to..ch..ang..e
In-game name: *{§yfön}* :wizard:
note: It's been a few months, and now im back for noobness!
I'll be there to add 'noobiness' 'cuz i saw heaps of ppl complaining bout that...
Random quote:Kick up the arsenal and your ready to roll..
fresh_305
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Posts: 11
Joined: Wed Feb 20, 2008 10:04 pm

Re: cydro's new meteor projectile

Post by fresh_305 »

Oh, Ok i get that part. Now, for the pictures, What do i name them? Do i just leave the name on how you put it? and do they go in game/data/shapes?

[Sorry, a lil new to this]

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