bjorne.
Sergeant Knight
Well. Imade a few play-arounds in the module system and I came up with a very fun idea. How about making a explosive barrel that when you shoot at it. It explodes. Like on the picture in the spoiler below
The problem is that I don't know how to get the damage to the area around, and I don't know how to get the people around the effect to fly away.. Right now. This is all I got...
And as you might see. It is only the particle_system effect. Please someone help me to get the area damage and to get the people around it fly away effect...
Code:
####################################
########Grenade START###############
####################################
("grenade_smoke", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",
500, 13, 15, 7.05, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 0.5), (1, 0), #alpha keys
(0.1, 0.8), (1, 0.8), #red keys
(0.1, 0.7),(1, 0.7), #green keys
(0.1, 0.6), (1, 0.7), #blue keys
(0.0, 4.5), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 6.05), #emit velocity
2, #emit dir randomness
60, #rotation speed
0.1, #rotation damping
),
("grenade_flying_particle1", psf_randomize_rotation, "prt_gourd_piece_1",
15, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(1.2, 1.2, 1.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
600, #rotation speed
0, #rotation damping
),
("grenade_flying_particle2", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
600, #rotation speed
0, #rotation damping
),
("grenade_flying_particle3", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
400, #rotation speed
0, #rotation damping
),
("grenade_flying_particle4", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
700, #rotation speed
0, #rotation damping
),
("grenade_flying_particle5", psf_randomize_size | psf_randomize_rotation, "prt_gourd_piece_2",
50, 1, 2, 0.9, 10, 2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 1), (1, 1), #alpha keys
(0.1, 0.6), (1, 0.6), #red keys
(0.1, 0.5),(1, 0.5), #green keys
(0.1, 0.4), (1, 0.4), #blue keys
(0.0, 1), (1, 1), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 0), #emit velocity
2.3, #emit dir randomness
300, #rotation speed
0, #rotation damping
),
("grenade_dust_poof", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation, "prt_mesh_mud_1",
500, 5.65, 3, 1.5, 0, 0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.0, 0.7), (0.7, 0.7), #alpha keys
(0.1, 0.7), (1, 0.7), #red keys
(0.1, 0.7), (1, 0.7), #green keys
(0.1, 0.7), (1, 0.7), #blue keys
(0.0, 0.015), (5, 1.418), #scale keys
(0, 0.05, 0), #emit box size
(0, 2.0, 0.6), #emit velocity
0.9, #emit dir randomness
0, #rotation speed
0, #rotation damping
),
("grenade_smoke_big", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_smoke_1",
30, 12, 0.3, -1, 50.0, 10.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.5, 0.15), (1, 0), #alpha keys
(0.2, 0.4), (1, 0.2), #red keys
(0.2, 0.4),(1, 0.2), #green keys
(0.2, 0.4), (1, 0.2), #blue keys
(0, 1), (1, 4), #scale keys
(0.5, 0.5, 1), #emit box size
(0, 0, 15), #emit velocity
1.0, #emit dir randomness
300, #rotation speed
4.1 #rotation damping
),
("grenade_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
50, 1.0, 0, -2.2, 25.0, 10.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.2, 0.7), (1, 0), #alpha keys
(0.2, 1.0), (1, 0.9), #red keys
(0.2, 0.7),(1, 0.3), #green keys
(0.2, 0.2), (1, 0.0), #blue keys
(0, 0.2), (1, 3), #scale keys
(1.2, 1.2, 0.2), #emit box size
(0, 0, 3.0), #emit velocity
0.8, #emit dir randomness
450, #rotation speed
2.3 #rotation damping
),
("after_grenade_smoke", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",
700, 38, 15, -0.01, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.1, 0.5), (1, 0), #alpha keys
(0.1, 0.8), (1, 0.8), #red keys
(0.1, 0.7),(1, 0.7), #green keys
(0.1, 0.6), (1, 0.7), #blue keys
(0.0, 4.5), (1, 5.5), #scale keys
(0.2, 0.2, 0.5), #emit box size
(0, 0, 6.05), #emit velocity
2, #emit dir randomness
10, #rotation speed
0.1, #rotation damping
),
Code:
("bomb_major",sokf_destructible|spr_hit_points(100),"ale_barrel","ale_barrel",
[
(ti_on_scene_prop_destroy,
[
(store_trigger_param_1, ":instance_no"),
(val_add, "$g_last_destroyed_gourds", 1),
(prop_instance_get_position, pos1, ":instance_no"),
(copy_position, pos2, pos1),
(position_set_z, pos2, -100000),
(particle_system_burst, "psys_grenade_smoke", pos1, 2),
(particle_system_burst, "psys_grenade_flying_particle1", pos1, 1),
(particle_system_burst, "grenade_flying_particle2", pos1, 5),
(particle_system_burst, "psys_grenade_firee", pos1, 2),
(particle_system_burst, "grenade_flying_particle3", pos1, 1),
(particle_system_burst, "grenade_flying_particle4", pos1, 5),
(particle_system_burst, "psys_grenade_smoke_big", pos1, 2),
(particle_system_burst, "grenade_flying_particle5", pos1, 1),
(particle_system_burst, "psys_grenade_dust_poof", pos1, 5),
(particle_system_burst, "psys_after_grenade_smoke", pos1, 5),
(prop_instance_animate_to_position, ":instance_no", pos2, 1),
(play_sound, "snd_pistol_shot"),
]),
(ti_on_init_scene_prop,
[
# (store_time_of_day,reg(12)),
# (neg|is_between,reg(12),5,20),
(is_currently_night, 0),
(set_position_delta,0,-35,48),
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_position_delta,0,-35,56),
(particle_system_add_new, "psys_fire_glow_1"),
(particle_system_emit, "psys_fire_glow_1",9000000),
(play_sound, "snd_torch_loop", 0),
]),
]),
Code:
("bomb_minor",sokf_destructible|spr_hit_points(10),"amphora_slim","amphora_slim",
[
(ti_on_scene_prop_destroy,
[
(store_trigger_param_1, ":instance_no"),
(val_add, "$g_last_destroyed_gourds", 1),
(prop_instance_get_position, pos1, ":instance_no"),
(copy_position, pos2, pos1),
(position_set_z, pos2, -100000),
(particle_system_burst, "psys_grenade_smoke", pos1, 2),
(particle_system_burst, "psys_grenade_flying_particle1", pos1, 1),
(particle_system_burst, "grenade_flying_particle2", pos1, 5),
(particle_system_burst, "psys_grenade_fire", pos1, 2),
(particle_system_burst, "grenade_flying_particle3", pos1, 1),
(particle_system_burst, "psys_grenade_dust_poof", pos1, 5),
(prop_instance_animate_to_position, ":instance_no", pos2, 1),
(play_sound, "snd_pistol_shot"),
]),
(ti_on_init_scene_prop,
[
# (store_time_of_day,reg(12)),
# (neg|is_between,reg(12),5,20),
(is_currently_night, 0),
(set_position_delta,0,-35,48),
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_position_delta,0,-35,56),
(particle_system_add_new, "psys_fire_glow_1"),
(particle_system_emit, "psys_fire_glow_1",9000000),
(play_sound, "snd_torch_loop", 0),
]),
]),
And as you might see. It is only the particle_system effect. Please someone help me to get the area damage and to get the people around it fly away effect...