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plz plz plz help with my emitters

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bobo man
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Posts: 27
Joined: Sat Jun 07, 2008 11:04 pm

plz plz plz help with my emitters

Post by bobo man »

ok i have made some emitters actually 1 for my laser weapon and wvry time i make it my server stops loading at the end of the objects download then once i delete it my server works again here is my weapon and emitter have i done something wrong?


datablock ProjectileData(laser)
{
velocity = 200; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 1000; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 100; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 100; // 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 = 1; // usually 1
gravityScale = 0.3; //
sizeScale = 0.6; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/SpeedyProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "SpeedyReticle";
};
emitter = laseremitter



//------laser-------//
datablock particledata(laser)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BossGlassSpec.png";
colors[0] = "0.100000 0.700000 0.100000 1.000000";
colors[1] = "0.100000 0.300000 0.100000 1.000000";
colors[2] = "0.300000 0.500000 0.300000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "0";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "50";
sizes[0] = "0.75";
sizes[1] = "1.5";
sizes[2] = "3";
sizes[3] = "0.5";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0";
windCoefficient = "0";
};
datablock particleemitterdata(laseremitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "1";
periodVarianceMS = "1";
ejectionVelocity = "10";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticlesProxy-Connection: keep-alive
Cache-Control: max-age=0

"0";
overrideAdvance = "false";
particleFarDistProxy-Connection: keep-alive
Cache-Control: max-age=0

"10000";
particles = "laser";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "1";
useEmitterSizes = "1";
};
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*Sheena*
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Posts: 797
Joined: Thu Dec 28, 2006 7:15 pm
Location: Florida

Re: plz plz plz help with my emitters

Post by *Sheena* »

bobo man wrote:ok i have made some emitters actually 1 for my laser weapon and wvry time i make it my server stops loading at the end of the objects download then once i delete it my server works again here is my weapon and emitter have i done something wrong?


datablock ProjectileData(laser)
{
velocity = 200; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 1000; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 100; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 100; // 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 = 1; // usually 1
gravityScale = 0.3; //
sizeScale = 0.6; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/SpeedyProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "SpeedyReticle";
};
emitter = laseremitter



//------laser-------//
datablock particledata(laser)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BossGlassSpec.png";
colors[0] = "0.100000 0.700000 0.100000 1.000000";
colors[1] = "0.100000 0.300000 0.100000 1.000000";
colors[2] = "0.300000 0.500000 0.300000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "0";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "50";
sizes[0] = "0.75";
sizes[1] = "1.5";
sizes[2] = "3";
sizes[3] = "0.5";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0";
windCoefficient = "0";
};
datablock particleemitterdata(laseremitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "1";
periodVarianceMS = "1";
ejectionVelocity = "10";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticlesProxy-Connection: keep-alive
Cache-Control: max-age=0 <<<<<<< What is this?

"0"; <<<<<<<<<And this?
overrideAdvance = "false";
particleFarDistProxy-Connection: keep-alive
Cache-Control: max-age=0

"10000";
particles = "laser";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "1";
useEmitterSizes = "1";
};

I only saw one thing I pointed it out in red
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TheBMTBaron
A Few Broken Fenders
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Posts: 168
Joined: Tue Jul 29, 2008 2:03 pm

Re: plz plz plz help with my emitters

Post by TheBMTBaron »

I fixed it for ya, here it is, put it in your Special.cs in the Right Sections! (Weapon goes in Weapon Section.. Emitter in Emitter Section...)


Code: Select all

datablock ProjectileData(laserProjectile)
{
velocity = 200;          // meters per second
inheritVelocity = 0.97;          // how much of shooters velocity to inherit
numBounce = 0;           // usually 0
splashArea = 0.0;          // usually 0
count = 1000;          // how many shots per clip?
saveOldCartridge = true;          // chuck old cartridge or keep it around
canSave = false;          // can this cartridge be saved if another comes along?
reloadTime = 100;          // in milliseconds
burstDelay = 1000;          // milliseconds until next burst if button held down
burstCount = 100;          // 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 = 1;          // usually 1
gravityScale = 0.3;          //
sizeScale = 0.6;          // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/SpeedyProjectile.png";          // shape or bitmap
tankExplosion = "DefaultTankExplosion";          // datablock for explosion
ownTankExplosion = "DefaultTankExplosion";          // datablock for explosion
bounceExplosion = "DefaultExplosion";          // datablock for explosion
otherExplosion = "DefaultExplosion";          // datablock for explosion
reticle = "SpeedyReticle";
};
emitter = "laseremitter";  

Code: Select all

datablock ParticleData(laser)
{ 
texturename = "~/data/shapes/tanks/BossGlassSpec.png";
colors[0] = "0.100000 0.700000 0.100000 1.000000";
colors[1] = "0.100000 0.300000 0.100000 1.000000";
colors[2] = "0.300000 0.500000 0.300000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10"; 
gravityCoefficient = "0";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "50";
sizes[0] = "0.75";
sizes[1] = "1.5";
sizes[2] = "3";
sizes[3] = "0.5";
spinRandomMax = "100";
spinRandomMin = "-100"; 
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0";
windCoefficient = "0";
};

datablock ParticleEmitterData(laserEmitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "1";
periodVarianceMS = "1";
ejectionVelocity = "10";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1"; 
overrideAdvance = "false"; 
particles = "laser";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90"; 
};

Just so you know in the Future, this is what I did. It should Help you the Next Time you make a Weapon. I Edited in Red, As Sheena did in last Post.

bobo man wrote:ok i have made some emitters actually 1 for my laser weapon and wvry time i make it my server stops loading at the end of the objects download then once i delete it my server works again here is my weapon and emitter have i done something wrong?


datablock ProjectileData(laser) <---- Change to datablock ProjectileData(laserProjectile) ALWAYS HAVE PROJECTILE AFTER NAME!!!
{
velocity = 200; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 1000; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 100; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 100; // 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 = 1; // usually 1
gravityScale = 0.3; //
sizeScale = 0.6; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/SpeedyProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "SpeedyReticle";
};
emitter = laseremitter <--- Change to "laserEmitter";



//------laser-------// <--- I erased this, but I dont know if you have to.
datablock particledata(laser)
{
animateTexture = "1"; <--- Erase
animTexName[0] = "game/data/shapes/tanks/BossGlassSpec.png"; <--- Erase
colors[0] = "0.100000 0.700000 0.100000 1.000000";
colors[1] = "0.100000 0.300000 0.100000 1.000000";
colors[2] = "0.300000 0.500000 0.300000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10";
framesPerSec = "1"; <--- Erase
gravityCoefficient = "0";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "50";
sizes[0] = "0.75";
sizes[1] = "1.5";
sizes[2] = "3";
sizes[3] = "0.5";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100"; <--- Erase
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0";
windCoefficient = "0";
};
datablock particleemitterdata(laseremitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "1";
periodVarianceMS = "1";
ejectionVelocity = "10";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticlesProxy-Connection: keep-alive <--- Erase
Cache-Control: max-age=0 <--- Erase

"0"; <--- Erase
overrideAdvance = "false";
particleFarDistProxy-Connection: keep-alive <--- Erase
Cache-Control: max-age=0 <--- Erase

"10000"; <--- Erase
particles = "laser";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "1"; <--- Erase
useEmitterSizes = "1"; <--- Erase
};
Almost Ever Erase was because it wasnt a Real Code. Or it was Repeated, Or was a Random Number.

I tryed it in my Server.... You would be better without a Emitter, for this Emitter seems to be Invisible (So is BossGlassSpec.png)


Out,
-TheBMTBaron
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bobo man
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Posts: 27
Joined: Sat Jun 07, 2008 11:04 pm

Re: plz plz plz help with my emitters

Post by bobo man »

thanks 4 the help BMT and sheena it was greatly appreciated :)


ps. :rockon:

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