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Change Nano effects

Posted: 08 Jan 2010, 16:25
by daryl
Hola!
I would like understand how is possible to modify the nano effect.
Is It difficult??

Re: Change Nano effects

Posted: 08 Jan 2010, 16:45
by Forboding Angel
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.

Re: Change Nano effects

Posted: 08 Jan 2010, 16:52
by daryl
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.
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?

Re: Change Nano effects

Posted: 08 Jan 2010, 18:43
by Saktoth
CA uses lups for that effect, though you could emit-sfx a weapon, ala kernel panic.

Re: Change Nano effects

Posted: 08 Jan 2010, 20:15
by zwzsg
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?
Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.

Re: Change Nano effects

Posted: 09 Jan 2010, 11:41
by daryl
zwzsg wrote:
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?
Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.
ok!!!
yes i see your mods! very nice!!
i'm studing, thx!! :-)

Re: Change Nano effects

Posted: 09 Jan 2010, 13:40
by daryl
zwzsg wrote:
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?
Check Kernel Panic, all the builder and factories of the System faction (units: Assembler, Kernel, Socket) use laser instead of nano effect.
i'm watching kernel panic.
This units, for example "assembler", have a weapon "build laser". But how i can show this laser?
in .cob i found only the "emit fx" string for show the flare.
is there other script i need to show the laser??

Re: Change Nano effects

Posted: 09 Jan 2010, 13:58
by Tobi
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

Re: Change Nano effects

Posted: 09 Jan 2010, 15:05
by daryl
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

I'm mistaking something but i don't know what!!
in the FBI of the constructor i added this lines:

Code: Select all

Weapon1=BuildLaser;
	ShowNanoSpray=0;
	SelfDestructCountdown=1;
	DamageModifier=0.000001;
       [SFXTypes]
	{
		explosiongenerator0=custom:oldskool_shot1;
 	}
As the "assembler" unit of kernel panic.

I added weapon and explosion generator files.

I modified the script file .cob adding this line:

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;
	}
}
Result is: when constructor is building a unit, I see only the flare, not the laser line.
What i wrong?

Re: Change Nano effects

Posted: 09 Jan 2010, 15:24
by Peet
The beamtime of the laser has to be less than a frame (0.03 or so)

Re: Change Nano effects

Posted: 09 Jan 2010, 15:39
by daryl
Peet wrote:The beamtime of the laser has to be less than a frame (0.03 or so)
the beamtime of the laser was setted a 0.06, i setted it at 0.03 but don't change nothing at the moment...

Re: Change Nano effects

Posted: 09 Jan 2010, 15:56
by Saktoth
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.

Re: Change Nano effects

Posted: 09 Jan 2010, 22:23
by daryl
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.
ok i understood,
I checked and i copied (for test ) needed .tga files from KP to my mod and i linked them into the "resources.tdf" file by adding these strings:

Code: Select all

			circle=whitecircle.tga;
			squarehollow=hollowsquare.tga;
but i see only flare now from the nano piece, but not the laser.

So, i have:

-added this to .cob of unit:

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;
	}
}
-added this string to fbi of unit:

Code: Select all

  Weapon1=BuildLaser;
  ShowNanoFrame=0;
  LevelGround=0;
  ShowNanoSpray=0;


 [SFXTypes]
	{
		explosiongenerator0=custom:oldskool_shot1;
 	}
-Added "oldskool_shot1" into explosion that need "circle" texture ( i added "circle=whitecircle.tga;" string into the resource file with his tga file into the bitmaps directory )

-added "BuildLaser" weapon file that require "oldskool_build" explosion. I added "oldskool_build" explosion that require "squarehollow=hollowsquare.tga;" string into the resources.tdf and his image file into the bitmaps folder.

So... why i don't see laser now? what i wrong again? :x

Re: Change Nano effects

Posted: 11 Jan 2010, 13:41
by daryl
anyone can help me please??? :?:

Re: Change Nano effects

Posted: 11 Jan 2010, 23:35
by rattle
CEG you wrong?

I don't know, copy the explosion generator, texture and FBI stuff from kernel panic and fiddle with the values...