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SHP Railgun Particles by gamemate
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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Jul 15, 2004 8:55 pm    Post subject:  SHP Railgun Particles by gamemate Reply with quote  Mark this post and the followings unread

gamemate wrote:
; Particle system
[XXXXSys]
BehavesLike=Railgun
HoldsWhat=XXXXPart
Spawns=yes
SpawnFrames=1
SpawnRadius=1
Slowdown= ; Can be any number, .002 is a good value
ParticleCap=7
SpawnCutoff=10
SpawnTranslucencyCutoff=11

; Particle
[XXXXPart]
BehavesLike=Railgun ; This is a must
BehavesLike=Smoke ; This aswell
MaxEC=30
Image=XXXX ; Short small anims are the best ones
Translucency=25
Velocity=5.0
Deacc=.05
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

As you can see in the code I have kept the BehavesLike=Railgun and added BehavesLike=Smoke both must be present for this to work. This is the workaround part, I have not tested with sparks but I don´t see why it wouldn´t work.

The smaller the anim the better it will look ingame, large anims tend to overlay each other.

Extra note about warhead explosions, by adding Damage=1 the warhead anim will show up.

You could check the main page of the AR2 site to see how the anim turns out ingame.

http://deezire.net/modules.php?name=Forums&file=viewtopic&t=7276


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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Wed Jan 05, 2005 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Great!



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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Wed Jan 05, 2005 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

W Surprised W

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Jan 17, 2005 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you ever tested this on an infantry unit? I tested it in YR and got an internal error whenever the infantry attempted to fire (which sucks since I had a railgun infantry I would have lisked to use this on).

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Jan 18, 2005 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You must exactly copy this code, do not add any other railgun tags like spirals, pertubation, etc... not needed

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Blade
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Joined: 23 Dec 2003

PostPosted: Tue Jan 18, 2005 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm fairly sure that I implemented the code exactly as described here.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jan 18, 2005 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
BehavesLike=Railgun ; This is a must
BehavesLike=Smoke ; This aswell


..Right... this is BS! The latter tag would simple overwrite the first  Rolling Eyes

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jan 18, 2005 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jan 18, 2005 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

How.

Does it give the same result as BehavesLike=Railgun,Smoke ?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jan 18, 2005 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems the BehavesLike acts in a different way than standard tags. Looking in a disassembler, I see code similar to:

if Tag_Is_Set(BehavesLike,Smoke)
then
do_this;

if Tag_Is_Set(BehavesLike,Gas)
then
do_that;

Which points to the fact that this tag can "stack" its values.
Curiously, BehavesLike=Railgun/Spark code is nowhere to be found. Also, the code suggests that a comma-separated list will not work here (just like PowersUpBuilding= does not accept a list [yet]).

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Jan 18, 2005 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yet? do ya have some some plans for future?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jan 20, 2005 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

The DvD before saying something is BS, actually try it out.

Also since gamemate is a member of AR2 and a well established community member and has visual prove of this which has proven by Big Jah and myself (in private modification) it would make sense to think b4 u respond.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jan 20, 2005 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but in ALL other cases putting a tag 2 times would simply make the value of the second tag overwrite the first...I'm applying basic logic here..

I'll try this myself, let's see if i'll come up with the same code.

EDIT: it's obvious the key tag here is BehavesLike=Smoke. Without it the game will crash if you put an image there. BTW the comment about using small anims is uneccesary (sp?) as you can easily change the

SpiralRadius=30
ParticlesPerCoord=.01
SpiralDeltaPerCoord=.035

values to make up for that Wink

Adding wind effects also make it look good.. if you would combine that with an anim that slowly disappeared (add translucency in art.ini and make it gradually disappear in the SHP) it would look even better.



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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jan 20, 2005 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, binary railguns.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 21, 2005 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

lol that is funny but smaller anims do look better actually particle like anims look the best. If you use a massive anim, it just looks really bad.

SpiralRadius=30
ParticlesPerCoord=.01
SpiralDeltaPerCoord=.035

want to do a quick explaination of what higher figures, lower figures here, do?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jan 21, 2005 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

SpiralRadius is the radius in leptons(?) of the spirals of the railgun... pretty self-explanatoiry #Tongue

ParticlesPerCoord requires very small values, but it determines the amount of pixels/particles used to draw the railgun. For example the Desolator's weapon should have a pretty 'high' value here.. since the spirals are solid.

SpiralDeltaPerCoord determines the length of every spiral. (As the delta determines how fast one loop is completed)

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Jan 21, 2005 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Desolator weapon is not a railgun. Its a special RAD-Beam logic.

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The DvD
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Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jan 21, 2005 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

See i'm totally ignorant about RA2 #Tongue

They could have done it with a railgun but it would be quite slow.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun May 01, 2005 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Here, I've made up a particle for it. It should look like firestorm wall anim...



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