AEmitter
From Data Realms Wiki
(Difference between revisions)
(Started AEmitter page, too tired to go on) |
Loirottaja (Talk | contribs) |
||
Line 1: | Line 1: | ||
AEmitters are a class of actor whose purpose is to emit particles. Almost any class of object is able to be emitted in this manner, including AEmitters themselves. | AEmitters are a class of actor whose purpose is to emit particles. Almost any class of object is able to be emitted in this manner, including AEmitters themselves. | ||
- | + | General look of AEmitter: | |
+ | <pre>AddEffect = AEmitter | ||
+ | PresetName = Jetpack Nozzle | ||
+ | Mass = 0.0001 | ||
+ | HitsMOs = 0 | ||
+ | GetsHitByMOs = 0 | ||
+ | SpriteFile = ContentFile | ||
+ | FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp | ||
+ | FrameCount = 1 | ||
+ | SpriteOffset = Vector | ||
+ | X = -6 | ||
+ | Y = -4 | ||
+ | AtomGroup = AtomGroup | ||
+ | AutoGenerate = 1 | ||
+ | Material = Material | ||
+ | CopyOf = Military Stuff | ||
+ | Resolution = 2 | ||
+ | Depth = 5 | ||
+ | DeepGroup = AtomGroup | ||
+ | AutoGenerate = 1 | ||
+ | Material = Material | ||
+ | CopyOf = Military Stuff | ||
+ | Resolution = 3 | ||
+ | Depth = 5 | ||
+ | DeepCheck = 0 | ||
+ | JointStrength = 10000 | ||
+ | JointStiffness = 1 | ||
+ | DrawAfterParent = 1 | ||
+ | AddEmission = Emission | ||
+ | EmittedParticle = MOPixel | ||
+ | CopyOf = Jetpack Blast 1 | ||
+ | Spread = 0.1 | ||
+ | MaxVelocity = 24 | ||
+ | MinVelocity = 12 | ||
+ | AddEmission = Emission | ||
+ | EmittedParticle = MOPixel | ||
+ | CopyOf = Jetpack Blast 2 | ||
+ | Spread = 0.15 | ||
+ | MaxVelocity = 24 | ||
+ | MinVelocity = 12 | ||
+ | EmissionSound = Sound | ||
+ | AddSample = ContentFile | ||
+ | FilePath = Base.rte/Effects/Pyro/Jet.wav | ||
+ | LoopSetting = -1 // Means loop infinitely until stopped | ||
+ | BurstSound = Sound | ||
+ | AddSample = ContentFile | ||
+ | FilePath = Base.rte/Effects/Pyro/JetStart.wav | ||
+ | EndSound = Sound | ||
+ | AddSample = ContentFile | ||
+ | FilePath = Base.rte/Effects/Pyro/JetEnd.wav | ||
+ | EmissionEnabled = 1 | ||
+ | EmissionsIgnoreThis = 1 | ||
+ | ParticlesPerMinute = 6500 | ||
+ | BurstSize = 15 | ||
+ | BurstScale = 2 | ||
+ | BurstTriggered = 1 | ||
+ | BurstSpacing = 500 | ||
+ | EmissionDamage = 0 | ||
+ | Flash = Attachable | ||
+ | CopyOf = Muzzle Flash Pistol | ||
+ | FlashOnlyOnBurst = 0</pre> | ||
+ | |||
+ | ==The Explanation== | ||
+ | Note that some of the explanations are better in [[MOPixel]] and [[MOSParticle]]. | ||
+ | <pre>AddEffect = AEmitter //Instance call, adding effect which is AEmitter. | ||
+ | PresetName = Jetpack Nozzle //This is the instance name, so the instance can be recalled upon later. | ||
+ | Mass = 0.0001 //Emitters mass in kilograms. | ||
+ | HitsMOs = 0 //This boolean value defines if the AEmitter hits other things. | ||
+ | GetsHitByMOs = 0 //This boolean value defines if the AEmitter gets hit by other things. | ||
+ | SpriteFile = ContentFile //This means that you'll be defining the sprite's file as a content file. | ||
+ | FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp //Path of the sprite. | ||
+ | FrameCount = 1 //Count of frames. | ||
+ | SpriteOffset = Vector //Where is the middlepoint of the sprite. | ||
+ | X = -6 //X coordinate | ||
+ | Y = -4 //Y coordinate | ||
+ | AtomGroup = AtomGroup // This starts the definition of the AEmitter AtomGroup. | ||
+ | AutoGenerate = 1 // The game automatically generates the AtomGroup. | ||
+ | Material = Material // This starts the definition of the AtomGroup's material. | ||
+ | CopyOf = Military Stuff // This copies a previously defined material to use. | ||
+ | Resolution = 2 // | ||
+ | Depth = 5 // | ||
+ | DeepGroup = AtomGroup //It's DeepGroup is an AtomGroup. | ||
+ | AutoGenerate = 1 // The game automatically generates the AtomGroup. | ||
+ | Material = Material // This starts the definition of the Atom's material. | ||
+ | CopyOf = Military Stuff // This copies a previously defined material to use. | ||
+ | Resolution = 3 // | ||
+ | Depth = 5 // | ||
+ | DeepCheck = 0 // | ||
+ | JointStrength = 10000 // How much force is required to rip it off. | ||
+ | JointStiffness = 1 //How much force is reguired to move joint. | ||
+ | DrawAfterParent = 1 // Boolean value that determines if it is drawn in front of the parent (1) or not (0). | ||
+ | AddEmission = Emission //Adds emission to AEmitter. | ||
+ | EmittedParticle = MOPixel //Defines that EmittedParticle if MOpixel. | ||
+ | CopyOf = Jetpack Blast 1 //This copies a previouly defined MOPixel. | ||
+ | Spread = 0.1 //How much the emission spreads. | ||
+ | MaxVelocity = 24 //Max speed of MOPixel. | ||
+ | MinVelocity = 12 //Min speed of MOPixel. | ||
+ | AddEmission = Emission //Same as before. | ||
+ | EmittedParticle = MOPixel // | ||
+ | CopyOf = Jetpack Blast 2 // | ||
+ | Spread = 0.15 // | ||
+ | MaxVelocity = 24 // | ||
+ | MinVelocity = 12 // | ||
+ | EmissionSound = Sound //Begins the sound definition to emission. | ||
+ | AddSample = ContentFile //Adding a sound sample which is a contentfile. | ||
+ | FilePath = Base.rte/Effects/Pyro/Jet.wav //Path to the sound file. | ||
+ | LoopSetting = -1 // Means loop infinitely until stopped | ||
+ | BurstSound = Sound // | ||
+ | AddSample = ContentFile// | ||
+ | FilePath = Base.rte/Effects/Pyro/JetStart.wav// | ||
+ | EndSound = Sound// | ||
+ | AddSample = ContentFile | ||
+ | FilePath = Base.rte/Effects/Pyro/JetEnd.wav// | ||
+ | EmissionEnabled = 1 //This boolean value defines is the emission enabled or not. | ||
+ | EmissionsIgnoreThis = 1 // | ||
+ | ParticlesPerMinute = 6500 //How much particles come out of the emitter per minute. | ||
+ | BurstSize = 15 //How many particles come out of the emtitter in one burst. | ||
+ | BurstScale = 2 // | ||
+ | BurstTriggered = 1 // | ||
+ | BurstSpacing = 500 // | ||
+ | EmissionDamage = 0 //Does emissions damage things. | ||
+ | Flash = Attachable | ||
+ | CopyOf = Muzzle Flash Pistol | ||
+ | FlashOnlyOnBurst = 0</pre> |
Latest revision as of 15:48, 16 May 2011
AEmitters are a class of actor whose purpose is to emit particles. Almost any class of object is able to be emitted in this manner, including AEmitters themselves.
General look of AEmitter:
AddEffect = AEmitter PresetName = Jetpack Nozzle Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -4 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jetpack Blast 1 Spread = 0.1 MaxVelocity = 24 MinVelocity = 12 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jetpack Blast 2 Spread = 0.15 MaxVelocity = 24 MinVelocity = 12 EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/Jet.wav LoopSetting = -1 // Means loop infinitely until stopped BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetEnd.wav EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 6500 BurstSize = 15 BurstScale = 2 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 0 Flash = Attachable CopyOf = Muzzle Flash Pistol FlashOnlyOnBurst = 0
The Explanation
Note that some of the explanations are better in MOPixel and MOSParticle.
AddEffect = AEmitter //Instance call, adding effect which is AEmitter. PresetName = Jetpack Nozzle //This is the instance name, so the instance can be recalled upon later. Mass = 0.0001 //Emitters mass in kilograms. HitsMOs = 0 //This boolean value defines if the AEmitter hits other things. GetsHitByMOs = 0 //This boolean value defines if the AEmitter gets hit by other things. SpriteFile = ContentFile //This means that you'll be defining the sprite's file as a content file. FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp //Path of the sprite. FrameCount = 1 //Count of frames. SpriteOffset = Vector //Where is the middlepoint of the sprite. X = -6 //X coordinate Y = -4 //Y coordinate AtomGroup = AtomGroup // This starts the definition of the AEmitter AtomGroup. AutoGenerate = 1 // The game automatically generates the AtomGroup. Material = Material // This starts the definition of the AtomGroup's material. CopyOf = Military Stuff // This copies a previously defined material to use. Resolution = 2 // Depth = 5 // DeepGroup = AtomGroup //It's DeepGroup is an AtomGroup. AutoGenerate = 1 // The game automatically generates the AtomGroup. Material = Material // This starts the definition of the Atom's material. CopyOf = Military Stuff // This copies a previously defined material to use. Resolution = 3 // Depth = 5 // DeepCheck = 0 // JointStrength = 10000 // How much force is required to rip it off. JointStiffness = 1 //How much force is reguired to move joint. DrawAfterParent = 1 // Boolean value that determines if it is drawn in front of the parent (1) or not (0). AddEmission = Emission //Adds emission to AEmitter. EmittedParticle = MOPixel //Defines that EmittedParticle if MOpixel. CopyOf = Jetpack Blast 1 //This copies a previouly defined MOPixel. Spread = 0.1 //How much the emission spreads. MaxVelocity = 24 //Max speed of MOPixel. MinVelocity = 12 //Min speed of MOPixel. AddEmission = Emission //Same as before. EmittedParticle = MOPixel // CopyOf = Jetpack Blast 2 // Spread = 0.15 // MaxVelocity = 24 // MinVelocity = 12 // EmissionSound = Sound //Begins the sound definition to emission. AddSample = ContentFile //Adding a sound sample which is a contentfile. FilePath = Base.rte/Effects/Pyro/Jet.wav //Path to the sound file. LoopSetting = -1 // Means loop infinitely until stopped BurstSound = Sound // AddSample = ContentFile// FilePath = Base.rte/Effects/Pyro/JetStart.wav// EndSound = Sound// AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetEnd.wav// EmissionEnabled = 1 //This boolean value defines is the emission enabled or not. EmissionsIgnoreThis = 1 // ParticlesPerMinute = 6500 //How much particles come out of the emitter per minute. BurstSize = 15 //How many particles come out of the emtitter in one burst. BurstScale = 2 // BurstTriggered = 1 // BurstSpacing = 500 // EmissionDamage = 0 //Does emissions damage things. Flash = Attachable CopyOf = Muzzle Flash Pistol FlashOnlyOnBurst = 0