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paco
Joined: Thu Mar 18, 2010 7:54 pm Posts: 28
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Re: Minor Request Thread [Q&A]
Duh102 wrote: Darkstorm mod? Fallout mod? i searched and could not find is there a link thanks
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Fri Apr 30, 2010 9:20 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Minor Request Thread [Q&A]
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Fri Apr 30, 2010 9:24 pm |
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paco
Joined: Thu Mar 18, 2010 7:54 pm Posts: 28
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Re: Minor Request Thread [Q&A]
This sniper sprite whenever used shows the outside wight and the rest is not there is it out of palette or what?
Last edited by paco on Fri Apr 30, 2010 9:54 pm, edited 1 time in total.
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Fri Apr 30, 2010 9:42 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Minor Request Thread [Q&A]
Yes, it was out of palette. Here it is in palette.
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Fri Apr 30, 2010 9:46 pm |
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paco
Joined: Thu Mar 18, 2010 7:54 pm Posts: 28
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Re: Minor Request Thread [Q&A]
In this ini the smoking shells only come out if you are looking to the right what is wrong?
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Fri Apr 30, 2010 9:59 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Minor Request Thread [Q&A]
This is a completely separate question: Here I have illustrated the emission dial for AEmitters measured in radians. Based off of observations about emissions I have a series of questions. Attachment:
File comment: Figure 1.0: If the spread of an emission is .9 then the emission will emit in a right angle. Figure 1.1: If the spread is about 1.8 then the emission emits completely to the left or right. Figure 1.2: If the spread is 0 then the emission is straight upward. Figure 1.3: Is there a way to make the emission figure in two horizontal directions?
Emission Dial.png [13.57 KiB]
Not downloaded yet
Correct me if any of my deductions are false.
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Wed May 05, 2010 2:05 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Minor Request Thread [Q&A]
I think the angle is to both sides, so inputting a value of pi/4 would get you about pi/2 spread, centered on the 0 line. I could be wrong though. To make it go in both directions, you'd have to have two emitters, one emitted by the other and with emission angle 180. Emission angle of 0 should be to the right...
I have never made a very extensive research of AEmitters though, so all of the above is the extent of my knowledge. You could be right in all cases.
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Wed May 05, 2010 4:24 am |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Minor Request Thread [Q&A]
Dernit! Further experimentation will have to be conducted!
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Thu May 06, 2010 6:37 am |
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Some_stranger
Joined: Thu Apr 23, 2009 6:35 pm Posts: 71
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Re: Minor Request Thread [Q&A]
Alright so I figured out the sprite animation modes, but does anyone know how it would go faster or slower at a single speed? For example, the Coalition Mini-gun has a charge-up, I want my sprite to have a charge up but never change speed. So basically it plays all the frames in order at the same speed.
Right now, at the basic speed, it is way too slow. Any idea on a line that will boost the speed? Example: AnimSpeed = 1.0
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Sat May 08, 2010 11:28 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Minor Request Thread [Q&A]
Try SpriteAnimDuration = 1000
The 1000 is a time in MS, replace as needed.
I'm not 100% sure it will work on spinup for guns, though. But it's worth a shot.
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Sun May 09, 2010 3:50 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Minor Request Thread [Q&A]
If you mess with that, the maximum frame rate will be changed, but the spin-up will still gradually go from still to fully spinning when charging up, and vise versa when charging down.
Not sure if that's what you're going for, stranger, but that's how it is, as far as I know.
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Fri May 14, 2010 5:39 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Minor Request Thread [Q&A]
Can you have animated actors? Like, a torso that changes frames at a preset speed? Even a sprite superimposed on top that rotates correctly would be good too.
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Fri May 14, 2010 6:08 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Minor Request Thread [Q&A]
Yes, you can.
Uhh, look in the base.rte brains.ini file, it has an animation, looping I do believe. The two lines, SpriteAnimMode and SpriteAnimDuration, or something like that, are what you're looking for. SpriteAnimMode should be left as is for looping, and the duration one is the time, in milliseconds, it take to cycle through the frames once.
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Mon May 17, 2010 10:35 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Minor Request Thread [Q&A]
Code: SpriteAnimMode 0 = NOANIM 1 = ALWAYSLOOP 2 = ALWAYSRANDOM 3 = ALWAYSPINGPONG 4 = LOOPWHENMOVING 5 = LOOPWHENOPENCLOSE 6 = PINGPONGOPENCLOSE
Under Frame Count File:
SpriteAnimMode = 1 //Mode of Animation SpriteAnimDuration = 2000 //As Azukki mentioned, how long it takes in milliseconds to scroll through all the sprites.
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Mon May 17, 2010 11:18 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Cortex Command Mod Manager / Activities Manager [1.6]
Okay, this is off topic, but I searched for so long to find this. Where is the so called "infectious cyborg zombies"? I looked for so long, but I couldn't find this. I decided not to create a whole new topic for this idea.
You could have made a new topic if you like, it's not too big of a deal. This is the better place though. -Duh
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Mon May 24, 2010 2:04 am |
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