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problem

Started by TheJamsh, April 19, 2008, 09:06:45 AM

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TheJamsh

im getting anoyed

im am trying DESPERATELY to make a VERTICAL electrical beam (as an effect) from a magnet mine.

im using it as a sheild of course but im after a vertical effect that originates from the mine and goes up to touch the top of the sheild bubble...

all great and that but jes

oh and can make bubbles spin right? can you make them spin in random directions? or add watery MOVING textures to them? tah


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

could you possibly, if it is not too much bother, EXPLAIN IT IN ENGLISH???
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

CmptrWz

He wants a magnetmine to have an electrical spark going from the mine to the top of the bubble as well as freaky watery texture on the bubble itself

GSH

Animated textures aren't really supported by BZ2. You'll have to rotate a model to animate a texture.

-- GSH

Avatar

You don't really see a shield until something's hitting it... so I don't think you mean 'shield'...

Sounds like what you want is an MCurtain...  Set up a normal MCurtain, and add an effect that shoots a bolt straight up...  here's what I use for that, cut down to a decent length (mine shoots up into the clouds):

effectHard1 = "hp_emit_1"
effectName1 = "powerbolt.render"

[render]
simulateBase = "sim_smoke"
lifeTime = 1.0
renderBase = "draw_emit"
emitName = "powerbolt.boltemit"
emitDelay = 0.5
emitDelayVar = 10.0
emitVelocity = "10  10 10"
emitVariance = "0 0 0"

[boltemit]
simulateBase = "sim_smoke"
lifeTime = .20
renderBase = "draw_bolt"
textureName = "trail2.tga"
textureBlend = "one one modulate"
startColor = "0 255 255 1000"
finishColor = "0 0 255 0"
startRadius = 0.2
finishRadius = 1.0
segmentLength = 4.0
segmentVariance = "2.0 3.0 1.0"
animateTime = 0.1
textureRate = 0.01

TheJamsh

exactly what i want but it isnt working./.. i get a very occasional electrical beam but it just dissapears in a split second and its length is about 2 metes

ill try putting a different XSI' in there and see if its the model thats causing the problem



BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

okay nope heres the best ive got so far

and they dont even ALL emit to this length.. was the longest one i could capture. below it is the code im using, without the 'shield' bubble or anything like that. if anyone can help me get it straight up to say 200 metres then great!



[GameObjectClass]
geometryName = "igshld00.xsi"
classLabel = "magnet"
scrapCost = 40
scrapValue = 35
maxHealth = 100
maxAmmo = 0
unitName = "Base Shield"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 0
isSingle = 1

armorClass = N

effectHard1 = "hp_emit_1"
effectName1 = "bshld.elec"
effectHard2 = ""
effectName2 = ""

requireCount = 0

[BuildingClass]

[MineClass]
lifeSpan = 240

[MagnetMineClass]
teamfilter = 51
triggerDelay = 0.0
fieldRadius = 200.0
objPushCenter = 120.0
objPushEdge = 120.0
objDrag = 2.5
ordPushCenter = 4000.0
ordPushEdge = 4000.0
ordDrag = 2.5

[shld1]
renderBase = "draw_sphere"
textureName = "vsmoke.tga"
textureBlend = "one one modulate"
startColor = "0 255 255 0"
finishColor = "0 128 255 105"
startRadius = 1.0
finishRadius = 198.0
animateTime = 5.0
latitudeBands = 8
longitudeSegments = 16

[elec]
simulateBase = "sim_smoke"
lifeTime = 1.0
renderBase = "draw_emit"
emitName = "bshld.boltemit"
emitDelay = 0.001
emitDelayVar = 10.0
emitVelocity = "10 10 10"
emitVariance = "0 0 0"

[boltemit]
simulateBase = "sim_smoke"
lifeTime = 0.1
renderBase = "draw_bolt"
textureName = "trail2.tga"
textureBlend = "one one modulate"
startColor = "0 255 255 1000"
finishColor = "0 0 255 0"
startRadius = 0.3
finishRadius = 0.01
segmentLength = 7.0
segmentVariance = "2.0 12.0 1.0"
animateTime = 0.8
textureRate = 0.01


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

#7
and this is what it should like... look at the wagon in the backround, with the elctricity going into the air. i want THAT to touch the bubble.

or something like the beam thats going between the two wagons, going straight up... THATS what im after from a mine





BZII Expansion Pack Development Leader. Coming Soon.

Red Devil

Not sure if that's possible, but good luck.  Looks like Jar-Jar Clone Wars.
What box???

Angstromicus

Tsk Tsk tsk... No wonder!


[elec]
simulateBase = "sim_smoke"
lifeTime = 1.0
renderBase = "draw_emit"
emitName = "bshld.boltemit"
emitDelay = 0.001
emitDelayVar = 10.0
emitVelocity = "10 10 10"
QuoteThis is in x y z speed. So with this code the shot is going off at a 45 degree angle! Try something like "0 0 1000"

emitVariance = "0 0 0"

[boltemit]
simulateBase = "sim_smoke"
lifeTime = 0.1
QuoteYou can get 200 meters with this by using "0 0 2000", but this is the other reason as to why your bolt does not go very far. This value is how long the particle lasts in the game world (which is a tenth of a second in this case).
renderBase = "draw_bolt"
textureName = "trail2.tga"
textureBlend = "one one modulate"
startColor = "0 255 255 1000"
finishColor = "0 0 255 0"
startRadius = 0.3
finishRadius = 0.01
segmentLength = 7.0
segmentVariance = "2.0 12.0 1.0"
animateTime = 0.8
QuoteThis value tells the particle how long it takes to get from startradius/startcolor to finishradius/finishcolor. With a life time of .1, the particle completes only one eighth of its complete animation.
textureRate = 0.01[/tt]

TheJamsh

THANKYOU! YOURE A GENIUS

it worked =] shield looks much better now, like its actualyl coming from somewhere. needs a few more effects but yes...

oh and how can you rotate spheres? do negative values work also?


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

You cant.

ONLY POSSIBLE THEORETICLE WAY!

Make a mine that is animated model. Make it a "powered" class and give it something like abpgen00.xsi's animation code for the HP_emit

That is theoreticle, of course. I havn't tested it.


[sneakyrequestmode]

Gee, I wish we could make rotationRate = # work on draw_sphere renders. :)

[/sneakyrequestmode]



*****General BlackDragon*****

TheJamsh

haha.. very subtle i like it


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

wat about rotationrate on a draw_geom render? does that work...you could make a sphere xsi and use that
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon

i dont think it works either...not sure...




*****General BlackDragon*****