From Data Realms Wiki
Revision as of 15:48, 16 May 2011 by Loirottaja
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
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