Change Nano effects
Posted: 08 Jan 2010, 16:25
Hola!
I would like understand how is possible to modify the nano effect.
Is It difficult??
I would like understand how is possible to modify the nano effect.
Is It difficult??
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
for example i don't want use the nano spray, but i would like use a "laser line" for example. how i can do this?Forboding Angel wrote:The nano effect itself? You can change the color and the image used. But changing the image does no good because the image won't align itself correctly.
Long story short, use cegs.
Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.daryl wrote:for example i don't want use the nano spray, but i would like use a "laser line" for example. how i can do this?
ok!!!zwzsg wrote:Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.daryl wrote:for example i don't want use the nano spray, but i would like use a "laser line" for example. how i can do this?
i'm watching kernel panic.zwzsg wrote:Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.daryl wrote:for example i don't want use the nano spray, but i would like use a "laser line" for example. how i can do this?
Tobi wrote:Emit sfx with certain high number as parameter may have been used to fire the laser weapon from the flare piece.
http://springrts.com/wiki/Animation-Cob ... s#emit-sfx
Code: Select all
Weapon1=BuildLaser;
ShowNanoSpray=0;
SelfDestructCountdown=1;
DamageModifier=0.000001;
[SFXTypes]
{
explosiongenerator0=custom:oldskool_shot1;
}
Code: Select all
StartBuilding(Func_Var_1)
{
Static_Var_1 = Func_Var_1;
start-script RequestState(0);
while( TRUE )
{
emit-sfx 2048 from beam;
sleep 60;
}
}the beamtime of the laser was setted a 0.06, i setted it at 0.03 but don't change nothing at the moment...Peet wrote:The beamtime of the laser has to be less than a frame (0.03 or so)
ok i understood,Saktoth wrote:In the mod you are working on, it may not have the laser graphic. There will be a field marked 'texture1 = [[string]],' or something similiar. That string must exist in your /gamedata/resources.*, and then the graphic it refers to must exist in your /bitmaps.
Code: Select all
circle=whitecircle.tga;
squarehollow=hollowsquare.tga;Code: Select all
StartBuilding(Func_Var_1)
{
Static_Var_1 = Func_Var_1;
start-script RequestState(0);
while( TRUE )
{
emit-sfx 2048 from beam;
sleep 60;
}
}Code: Select all
Weapon1=BuildLaser;
ShowNanoFrame=0;
LevelGround=0;
ShowNanoSpray=0;
[SFXTypes]
{
explosiongenerator0=custom:oldskool_shot1;
}