This part of an emitter I am working on I want the metal chunks to fly 3 times further than they do. Any other explanations would be appreciated.
)
// metal chunks
enter originspawn
(
model textures/sprites/metalshard_heavy.spr
count 15
offset crandom 64 crandom 64 random 64
angles random 360 random 360 0
avelocity crandom 180 crandom 180 0
randvel 0 0 range 400 200
radialvelocity 0 128 256
accel 0 0 -800
life 2.5
scalemin .5
scalemax 1
)
emitter help needed
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- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
This looks as if it were part of the metal chunks that the mgs threw out in the original version. Only one problem that lil baby dropped fps by ten when firing.
May i suggest altering life and accelleration.
Life 2.5 will only allow the shards of metal to be visible for 2.5 seconds.
The 0 0 -800 is the acceleration. It is telling them to drop. if you turn it down it wont fall as fast a postitive number will make them go up. I think the first number is speed the second number is left to right and 3rd up and down. Mess around with em and you will definately see the difference. FOr example:
Should send those lil puppies flying straight ahead without comin down.
all that other stuff like random origin and random angles sets the angles the metal shards leave the barrel.
That should about be what you need but if not please let me know and i will try to explain more.
Also might be good to know what you are trying to do.
May i suggest altering life and accelleration.
Life 2.5 will only allow the shards of metal to be visible for 2.5 seconds.
The 0 0 -800 is the acceleration. It is telling them to drop. if you turn it down it wont fall as fast a postitive number will make them go up. I think the first number is speed the second number is left to right and 3rd up and down. Mess around with em and you will definately see the difference. FOr example:
Code: Select all
accel 1000 0 0
//life 2.5
all that other stuff like random origin and random angles sets the angles the metal shards leave the barrel.
That should about be what you need but if not please let me know and i will try to explain more.
Also might be good to know what you are trying to do.
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- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
The emitter I am making is a part of my exploder routine. Erm its like useing an fx_explosion_tank for an eploder fire but instead I am making a more suitable explosion by making a custom exploderfire. At zero i have one explosion and at 1 second another and several leading up to the big one at 2 seconds. It looks good already but needs to be better.tltrude wrote:"Life" is how long the chunks last. But your best bet is to use an exploder (see global/exploder.scr script). Then you can make the chunks fly as high as you like, and set any fire/explosions needed.

