View unanswered posts | View active topics It is currently Wed May 08, 2024 4:16 pm



Reply to topic  [ 6 posts ] 
 Glows (sunglasses not needed) 
Author Message
User avatar

Joined: Mon Apr 07, 2008 5:25 pm
Posts: 93
Location: Wasteland
Reply with quote
Post Glows (sunglasses not needed)
How can I attach glows to things? I'm especially intrested in adding them to bullets but any info will be appreciated like how to add them to specific places on gun or actor so his eyes will glow and stuff.


Wed Mar 11, 2009 10:49 pm
Profile
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Reply with quote
Post Re: Glows (sunglasses not needed)
addattachable and make it the glow sprite. Put it wherever you want the glow to be using X/Y coordinates.


Wed Mar 11, 2009 10:53 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Glows (sunglasses not needed)
...No.
If you don't know, then don't say, or find out and say, don't give a guess, especially without saying that it's only just a guess.

Or you were right, but I read it wrong. For specifically offset stuff, yes I think you do need to use attachables, but you don't set it's sprite to the glow, you set the glow up as follows, and make the sprite null or whatever. You made it sound like glow attachments in general were attachbles, though.

Anyways, here.

Code:
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 300
   EffectStartStrength = 0.65
   EffectStopStrength = 0.3


This is from the dummy nailgun's code.

The times are in milliseconds, thousandths of seconds, just like LifeTime on particles.
The strengths are zero (none) to one. (fully displayed) While other stuff works, it looks super screwy, but kinda cool.


Wed Mar 11, 2009 11:24 pm
Profile
User avatar

Joined: Mon Apr 07, 2008 5:25 pm
Posts: 93
Location: Wasteland
Reply with quote
Post Re: Glows (sunglasses not needed)
I tried attachable with null sprite already, but it gives errors when trying to attach it to MOPixel. I guess its engine thing that you can't do so, so I'm wondering if there is any other way to do it?


Wed Mar 11, 2009 11:38 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Glows (sunglasses not needed)
For MOPixels and MOSParticles, you can't do the attachable thing, you just plop that bit of code right onto the MOPixel/MOSParticle. (tabbed accordingly)

If you want to offset it on the bullet, you'll have to edit the glow's image, for instance if you put more black below it, then it'll appear that the glow is higher up. However this doesn't rotate with the object, so it's not the preferable way for other stuff, because thew the glow won't align with a certain part of the object. But for MOPixels and MOSParticles, they don't rotate anyway.


Wed Mar 11, 2009 11:45 pm
Profile
User avatar

Joined: Mon Apr 07, 2008 5:25 pm
Posts: 93
Location: Wasteland
Reply with quote
Post Re: Glows (sunglasses not needed)
Azukki wrote:
For MOPixels and MOSParticles, you can't do the attachable thing, you just plop that bit of code right onto the MOPixel/MOSParticle. (tabbed accordingly)

Thanks, thats exactly what I wanted. :grin:.

You could compile it in some kind of mini tutorial, all that info surely will be helpful for new modders.


Thu Mar 12, 2009 12:13 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.042s | 17 Queries | GZIP : Off ]