glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
okay..
I have a problem.

so I am trying to create a new weapon for the Nuke red guard.
A weapon with new FX.
I did and I am about 30% done and look..

http://imageshack.us/photo/my-images/683/snipr.png/ 
(I will move the FX later to the nuke red guard)

right now it is okay.. it drips correctly.
after I stop shoting and move away this happends.

http://imageshack.us/photo/my-images/706/sniiiiper.png/ 

now it is just dripping forever..
how can I fix that?

Codes:

Particlesomething.ini

ParticleSystem RadiationTarget
  Priority = UNIT_DAMAGE_FX
  IsOneShot = Yes
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXFuzzyDot.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.85 0.85
  Gravity = -0.10
  Lifetime = 20.00 30.00
  SystemLifetime = 0
  Size = 0.50 1.00
  StartSizeRate = 0.00 0.00
  SizeRate = -0.01 -0.02
  SizeRateDamping = 1.00 1.00
  Alpha1 = 0.00 0.00 1
  Alpha2 = 1.00 1.00 5
  Alpha3 = 0.00 0.00 25
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:243 G:186 B:67 0
  Color2 = R:0 G:0 B:0 0
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = -5.00 -3.00
  BurstDelay = 5.00 75.00
  BurstCount = 2.00 5.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = SPHERICAL
  VelSpherical = 0.00 0.25
  VolumeType = SPHERE
  VolSphereRadius = 0.50
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End

fxlist.ini (if that helps)

FXList Nuke_WeaponFX_GenericMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 200
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = RadiationTarget
    OrientToObject = Yes
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:255 G:255 B:255
    Speed = 600
    Probability = 0.5
  End
End

now what can I do to make it stop dripping forever?




Also..

I want to create a radiation splash when the bullets hit the ground
I tried to use the toxin tunnel network |toxin splash for the nuke red guard just for testing
but the splash never appears..
this is the toxin tunnel network splash inside the green box

http://imageshack.us/photo/my-images/26/toxinsplash.png/ 

but when I placed the codes in weapon.ini it didn't appear.. anybody knows why?
hmm...
if I don't reply to a topic I don't know the answer - sorry
Sponsor
Annihilationzh
14 years ago
You don't like easy questions anymore, do you?

I hate particle systems with a passion. They take forever to learn because you have to constantly restart to find out what each option does. I need a step-by-step of what you did to even begin to help you, and my help still might not be of any use.

My main suggestion is to start again, as a tiny mistake along the way often causes bugs like this.

Also..

I want to create a radiation splash when the bullets hit the ground
I tried to use the toxin tunnel network |toxin splash for the nuke red guard just for testing
but the splash never appears..
this is the toxin tunnel network splash inside the green box

http://imageshack.us/pho...ges/26/toxinsplash.png/ 

but when I placed the codes in weapon.ini it didn't appear.. anybody knows why?


Code please.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
I am now started to understand the easy questions thanks to you.

I learned somewhere that you can change particles throught map.ini without having to restart the game constantly..

hmm.. step by step.
I did this 3 AM so I might not remember things correctly..

firstly
I copied or copyed the LiveWireSparks.and then I just pasted the codes and changed the color and the name..
I didn't really think about what I was doing.
then I just placed the particle in the FX.ini and the problem just started.
I guess I can try experimenting more until I find the answer (might take forever)

as for the "Codes please" I just copied this one and placed it at the nuke_redguard weapon

  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded

but nothing happened.
I was kind of hoping that you might be able to help me with this hehe..
hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago

I learned somewhere that you can change particles throught map.ini without having to restart the game constantly..


My game is allergic to custom maps. Every time I finish playing a custom map, it creates a mapcache.ini, and then my game crashes reading the file. I can delete it every time, but it's really annoying.

I copied or copyed the LiveWireSparks.and then I just pasted the codes and changed the color and the name..
I didn't really think about what I was doing.
then I just placed the particle in the FX.ini and the problem just started.
I guess I can try experimenting more until I find the answer (might take forever)


Trying changing this line:
SystemLifetime = 0
To 30 or so. I don't know if it'll work, but it's the only thing I can think of at the moment.

but nothing happened.
I was kind of hoping that you might be able to help me with this hehe...


ProjectileDetonationFX requires a projectile. I'm 99% sure your weapon doesn't have one. You might want to add a secondary weapon with an invisible projectile.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
yes. the weapon is the same one as the redguards one only with different FX.
so it doesn't have a projectile.
I will try that.

Edid.1.

You are a genius! the systemlifetime something made it stop being continus
now it's just to the projectile.

Edid.2.

ok I just don't know how to do this projectile thing..
I can't think of how I can make it :ashamed:


hmm...
if I don't reply to a topic I don't know the answer - sorry
Annihilationzh
14 years ago
Copy a normal tank shell, remove it's model and any effects attached to it, then you'll have an invisible projectile.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
okay I copyed the Battlemaster shell and still nothing happens
( I added the model to see if the weapon is being fired and it isn't)

Object RadiationShell2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = EXCarptBmb
    End
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:TankShell
  EditorSorting     = SYSTEM
  ArmorSet
    Armor = ProjectileArmor
  End
  VisionRange = 0.0  

  ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
  End
    
  Behavior = DumbProjectileBehavior ModuleTag_04
    ; To tweak a Bezier path, please see GS
    FirstHeight = 10  ; Height of Bezier control points above highest intervening terrain
    SecondHeight = 10
    FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
    SecondPercentIndent = 90%
    FlightPathAdjustDistPerSecond   = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 0.01   ; we can't have a zero mass, but we want it pretty tiny...
  End

  Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
    DestructionDelay    = 0
    FXList WeaponFX_RadiationMissileDetonationUpgraded
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

End

Weapon RadiationShell
  PrimaryDamage         = 0.1
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = RadiationShell2
;  FireFX                =        Nuke_WeaponFX_GenericMachineGunFire
;  VeterancyFireFX       = HEROIC Nuke_WeaponFX_GenericMachineGunFireWithRedTracers
;  FireSound             = RedGuardWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
End

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY Nuke_RedguardRadiationGun
    Weapon = SECONDARY RadiationShell
  End

What do you think I did wrong now?
if I place it to the battlemaster it self it works fine.
is moduletag_04 doing something so it only works for the battlemaster in weaponobject.ini?
hmm...
if I don't reply to a topic I don't know the answer - sorry
glumurr
  • glumurr
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Okay I got it fixed, the weapon Speed was just too fast that nothing appeared. so I reduced it. and it works!
Thank you for the help!

I though it might have been cool to add this because red guard has it's nuclear voice
hmm...
if I don't reply to a topic I don't know the answer - sorry