AEmitter

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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.
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{{Stub}}
+
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
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