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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plz plz plz help with my emitters
Moderator: Moderator
- bobo man
- New Brainjar
- Posts: 27
- Joined: Sat Jun 07, 2008 11:04 pm
- *Sheena*
- Veteran Member
- Posts: 797
- Joined: Thu Dec 28, 2006 7:15 pm
- Location: Florida
Re: plz plz plz help with my emitters
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
- TheBMTBaron
- A Few Broken Fenders
- Posts: 168
- Joined: Tue Jul 29, 2008 2:03 pm
Re: plz plz plz help with my emitters
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...)
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.
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
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.
Almost Ever Erase was because it wasnt a Real Code. Or it was Repeated, Or was a Random Number.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
};
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
- bobo man
- New Brainjar
- Posts: 27
- Joined: Sat Jun 07, 2008 11:04 pm
Re: plz plz plz help with my emitters
thanks 4 the help BMT and sheena it was greatly appreciated
ps.

ps.

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