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Author:  Data [ Thu Oct 20, 2005 10:20 pm ]
Post subject: 

All right, to make the rocket's main engine be more effective, you can do this:
Open up Effects.txt in the Baste.rte directory. Scroll down till you see "Main Thruster Blast Ball 1". Directly under it there's a '9' that defines how heavy the blast is... 9 kilograms. If you increase this number, it will make the thruster stronger.

Good luck!

Author:  Yukio [ Fri Oct 21, 2005 7:04 am ]
Post subject: 

Thanks! It works like a charm!

Author:  Linongion [ Thu Nov 03, 2005 4:32 am ]
Post subject: 

Oh wait you were talking about rockets?
Hmmm... My mistake.

Author:  Fat Zombie [ Wed Nov 09, 2005 8:45 pm ]
Post subject: 

is it possible to make rpgs? In that, you launch it, it's propelled by it's own force, leaves a swooshy smoke trail (VERY IMPORTANT) and explodes?

Author:  Data [ Wed Nov 09, 2005 9:07 pm ]
Post subject: 

Yep, that is planned and would be very easy to implement. It may even be posisble to do with the current code by just editing the data and making some sprites for it.

You would have to make a new weapon that fires movable objects (perhaps of the ARocket class) that just fire off particles of its own (the exhaust) and gets pushed by the force of the exhaust..

Eventually the plan is to have the rockets detect when they are a short distance from impact and then explode early, in order to make maximum damage. Remote controlled rockets are definitely also a possibility (a la Liero).

Author:  Chaos [ Wed Nov 09, 2005 11:16 pm ]
Post subject: 

That's pretty damn sweet.
While on the toppic i might just ask this: would it be possible to make exploding ammo for like a gun. I've tried to but although the bullets do explode they also bounce of of the enemy. Would help if i could make them explode on impact.

Author:  Data [ Wed Nov 09, 2005 11:22 pm ]
Post subject: 

Right now there is no code in the last build to have an explosion happen on impact. As you know, the Long Cannon has explosive bullets, but they are timed only.

There will surely be impact-triggered events implemented in the future though.

Author:  ikkonoishi [ Sun Nov 13, 2005 2:33 am ]
Post subject: 

Another Ikko Addition.

Force Shields

Code:
TDExplosive
   ThrownDevice
      Attachable
         MOSRotating
            MOSprite
               MovableObject
                  Object
                     Shield
                  0
                  Vector
                     0
                     0
                  Vector
                     0
                     0
                  # Scale
                  1.0
                  # The rest threshold in ms
                  1
                  # Lifetime, 0 = unlimited
                  0
                  # Sharpness factor
                  0.0
                  # Whether or not this hits other MO:s
                  0
                  # Whether or not this gets hit by other MO:s
                  1

               ContentFile
                  Base.rte/Devices/Shield.bmp
               60
               60
               1
               # Sprite offset
               Vector
                  -30
                  -30
               # Horizontally flipped
               0
               # Rotation angle in radians.
               0
               # Angular velocity in radians / s.
               0
               # Entry Wound Emitter
               None
               #AEmitter
               #   %Dent Metal
               # Exit Wound Emitter
               None
               #AEmitter
               #   %Dent Metal               
               
            # Automatically set up the AtomGroup, based on the sprite
            1
            # The material of the AtomGroup.
            Material
               %Air
            # The resolution of the auto AtomGroup, 1 being the highest, and lower as higher.
            # if 0, the global AG resolution setting is used.
            0
            # The depth of the auto AtomGroup into the sprite, 0 being right on the surface
            # and 1 being one pixel into the surface.
            0
            # Automatically set up the deep AtomGroup based on the sprite
            1
            # The material of the AtomGroup.
            Material
               %Air
            # The resolution of the auto AtomGroup, 1 being the highest, and lower as higher.
            # if 0, the global AG resolution setting is used.
            4
            # The depth of the auto AtomGroup into the sprite, 0 being right on the surface
            # and 1 being one pixel into the surface.
            1
            # Whether or not to initially enable deep checking of collisions
            1            
            # Indicate that there are no Emitters to read in
            @            

         # Joint strength
         6
         # Joint stiffness scalar
         0.5
         # Break wound emitter
         None
         # Joint offset
         Vector
            0
            0
         # Draw after owner or not
         1
      # Normal stance parent-to-joint offset
      Vector
         -12
         -5
      # Stance offset to the start of the throw of this ThrownDevice
      Vector
         -12
         -5
      # Stance offset to the end of the throw of this ThrownDevice
      Vector
         -12
         -5
      # The triggering delay in ms to from being thrown
      1
   
   # The number of copies of the following MO will be in the explosion
   0
   # The actual MO instance that will appear tha # of times defined directly above
   MOPixel
      %Main Thruster Blast Spark
   @


Place the above in devices.txt, and make a 60x60 pixel Shield.bmp to put in your devices folder. (I would give you mine, but I can't upload images...)
You can make one by copying one of the bmp files that is already there, resizing it to 60x60, and then putting a circle of light blue with the background pink.

Author:  Data [ Sun Nov 13, 2005 6:29 am ]
Post subject: 

Awesome!

Try adding the attachment again; I think I fixed the problem.

I gotto try this shield out

Author:  ikkonoishi [ Sun Nov 13, 2005 6:41 pm ]
Post subject: 

There are a few problems with it.

For one it doesn't stop anything except for MOPixels.

Also if the guy dies it tends to stay put and get blown around like a tumble weed. This can be corrected by setting the lifetime from 0 to 1. That way it ceases to exist when it leaves his hand.

Author:  ikkonoishi [ Sun Nov 13, 2005 7:58 pm ]
Post subject: 

DIRTMaster wrote:
Yep, that is planned and would be very easy to implement. It may even be posisble to do with the current code by just editing the data and making some sprites for it.

You would have to make a new weapon that fires movable objects (perhaps of the ARocket class) that just fire off particles of its own (the exhaust) and gets pushed by the force of the exhaust..

Eventually the plan is to have the rockets detect when they are a short distance from impact and then explode early, in order to make maximum damage. Remote controlled rockets are definitely also a possibility (a la Liero).

At first I thought that that would be impossible with the current code, but it isn't.

What you need to do is have the tracer fire be a blaster spray, and the main fire be altered frag shells with rocket emissions for their entry wound emitters. Set the tracer ratio to 2 and then fire the weapon twice in a row.

The only problem is that you then have a face full of rocket exhaust, and if the other guy hits it with his blaster it could reverse course and head straight back at you.

Author:  PEANUT BUTTA JELLAY [ Mon Jan 09, 2006 4:18 am ]
Post subject:  I skinned A human!

yay!

Author:  PEANUT BUTTA JELLAY [ Mon Jan 09, 2006 4:29 am ]
Post subject: 

Stuffed up post

Author:  PEANUT BUTTA JELLAY [ Mon Jan 09, 2006 4:33 am ]
Post subject: 

here are the parts.

Author:  Linongion [ Sat Jan 14, 2006 4:37 am ]
Post subject: 

Its not working for me... dont know why... gonna investigate.

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