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
could you possibly, if it is not too much bother, EXPLAIN IT IN ENGLISH???
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
Animated textures aren't really supported by BZ2. You'll have to rotate a model to animate a texture.
-- GSH
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
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
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!
(http://i239.photobucket.com/albums/ff29/thejamsh/scrrentshot.jpg)
[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
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
(http://i239.photobucket.com/albums/ff29/thejamsh/movie_bg.jpg)
(http://i239.photobucket.com/albums/ff29/thejamsh/TPMgungansh11.jpg)
Not sure if that's possible, but good luck. Looks like Jar-Jar Clone Wars.
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]
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?
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]
haha.. very subtle i like it
wat about rotationrate on a draw_geom render? does that work...you could make a sphere xsi and use that
i dont think it works either...not sure...
Make effects dense/pretty enough that sphere rotation would not matter? :-)
no idea... well it looks quite pretty but never mind lol