View unanswered posts | View active topics It is currently Wed Dec 11, 2024 8:40 am



Reply to topic  [ 5 posts ] 
 quick ammo glow color question 
Author Message
User avatar

Joined: Sun Sep 17, 2017 11:17 pm
Posts: 35
Reply with quote
Post quick ammo glow color question
Is it possible to alternate the glow effect colors in ammo particles, so that each bullet is a different color from the last?
Thanks in advance.


Sat Nov 25, 2017 9:38 pm
Profile
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: quick ammo glow color question
With only ini code, no. Ini could would allow you a maximum of two different colors (Round and Tracer).

You would have to use Lua to create bullets - the gun itself fires what is referred to as a "null" bullet, which is a projectile with the same mass and velocity as it's intended to shoot, but HitsMOs = 0 and with a short LifeTime (5 or something).

The gun would then have a script that checks whenever the gun is fired, and then spawns a specific colored MOPixel at the gun's muzzle and throws it in the direction that the gun is facing.

Dummy.rte/Devices/Weapons/Annihiliator.lua

has an example of a gun that uses Lua for spawning projectiles, which you can use as reference, but you'll have to trim it down a lot to get rid of the charging mechanic.


Sun Nov 26, 2017 6:08 pm
Profile
User avatar

Joined: Sun Sep 17, 2017 11:17 pm
Posts: 35
Reply with quote
Post Re: quick ammo glow color question
CaveCricket48 wrote:
With only ini code, no. Ini could would allow you a maximum of two different colors (Round and Tracer).

You would have to use Lua to create bullets - the gun itself fires what is referred to as a "null" bullet, which is a projectile with the same mass and velocity as it's intended to shoot, but HitsMOs = 0 and with a short LifeTime (5 or something).

The gun would then have a script that checks whenever the gun is fired, and then spawns a specific colored MOPixel at the gun's muzzle and throws it in the direction that the gun is facing.

Dummy.rte/Devices/Weapons/Annihiliator.lua

has an example of a gun that uses Lua for spawning projectiles, which you can use as reference, but you'll have to trim it down a lot to get rid of the charging mechanic.


I'm guessing it's also possible to have each bullet alternate colors from a set selection? through Lua I mean.


Sun Nov 26, 2017 7:29 pm
Profile
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: quick ammo glow color question
Yup. You'd need do define a MOPixel in ini for each specific color that you'd want, and then the script would control which MOPixel to spawn for the bullet.


Sun Nov 26, 2017 9:07 pm
Profile
User avatar

Joined: Sun Sep 17, 2017 11:17 pm
Posts: 35
Reply with quote
Post Re: quick ammo glow color question
Awesome, thank you! You're always so helpful to me.


Sun Nov 26, 2017 10:50 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 5 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 : 0.030s | 14 Queries | GZIP : Off ]