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Mod Explosions?
Moderators: Warfare, Admin, Moderator
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- New Brainjar
- Posts: 23
- Joined: Fri Apr 24, 2009 8:46 pm
Mod Explosions?
Is it possible to make your own explosions? I tried, but it didn't work out so well (TT crashed).
If at first you don't succeed, failure may be your style.
- Quentin Crisp
- Quentin Crisp
- Metal
- Need Major Repair
- Posts: 1278
- Joined: Fri Dec 26, 2008 5:48 pm
Re: Mod Explosions?
You need something like your TankExplosion01 so you can edit it... then make it in the special.cs but you need the TankExplosion first
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- New Brainjar
- Posts: 23
- Joined: Fri Apr 24, 2009 8:46 pm
Re: Mod Explosions?
Please explain . . .
If at first you don't succeed, failure may be your style.
- Quentin Crisp
- Quentin Crisp
- TheBMTBaron
- A Few Broken Fenders
- Posts: 168
- Joined: Tue Jul 29, 2008 2:03 pm
Re: Mod Explosions?
If Im correct, I think Explosions need DTS's for it to work.
If you get a DTS for a Explosion, then this is what you would do:
Rename the "datablock ExplosionData(SplashExplosion)" to a something else, ONLY REPLACING THE "SPLASH". Always have the "Explosion" at the end of the new name. For Example, It will be changed to "TestExplosion".
To follow THESE Instructions, you should already have a DTS. Lets say I made one called "TestExplosion.dts".
Replace the "resource = "~/data/shapes/tanks/AreaExplosion.dts";" with "TestExplosion.dts"
It should be done, you should have a new explosion. But this Explosion will look different but act like Area. To Change how it acts, Edit the Numbers for these 3 lines:
If you dont have a DTS then you should do:
Rename the "datablock ExplosionData(SplashExplosion)" to a something else, ONLY REPLACING THE "SPLASH". Always have the "Explosion" at the end of the new name. For Example, It will be changed to "TestExplosion".
After that, Change the Numbers to change how it acts by changing the numbers in these 3 lines:
If you get a DTS for a Explosion, then this is what you would do:
Code: Select all
datablock ExplosionData(SplashExplosion)
{
startScale = 0.05; // per side, in meters
endScale = 2.0; // per side, in meters
durationScale = 800.0; // in milliseconds
resource = "~/data/shapes/tanks/AreaExplosion.dts";
sound = "SplashBoom";
};
Code: Select all
datablock ExplosionData(TestExplosion)
{
startScale = 0.05; // per side, in meters
endScale = 2.0; // per side, in meters
durationScale = 800.0; // in milliseconds
resource = "~/data/shapes/tanks/AreaExplosion.dts";
sound = "SplashBoom";
};
Replace the "resource = "~/data/shapes/tanks/AreaExplosion.dts";" with "TestExplosion.dts"
It should be done, you should have a new explosion. But this Explosion will look different but act like Area. To Change how it acts, Edit the Numbers for these 3 lines:
Code: Select all
startScale = 0.05; // per side, in meters
endScale = 2.0; // per side, in meters
durationScale = 800.0; // in milliseconds
Code: Select all
datablock ExplosionData(SplashExplosion)
{
startScale = 0.05; // per side, in meters
endScale = 2.0; // per side, in meters
durationScale = 800.0; // in milliseconds
resource = "~/data/shapes/tanks/AreaExplosion.dts";
sound = "SplashBoom";
};
After that, Change the Numbers to change how it acts by changing the numbers in these 3 lines:
Code: Select all
startScale = 0.05; // per side, in meters
endScale = 2.0; // per side, in meters
durationScale = 800.0; // in milliseconds
- Metal
- Need Major Repair
- Posts: 1278
- Joined: Fri Dec 26, 2008 5:48 pm
Re: Mod Explosions?
^ Exactly... Just edit some of your Explosions with an art tool and viola...
Do the adove and that's it... So... just to help Squishin to explain it
Do the adove and that's it... So... just to help Squishin to explain it
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- New Brainjar
- Posts: 23
- Joined: Fri Apr 24, 2009 8:46 pm
Re: Mod Explosions?
Ok, so I got it to work:
I found this out:
You should just copy your SplashExplosion and change the name, stats, and whatever picture (or dts) you want to use. You do not actually need to use a dts though.
I found this out:
You should just copy your SplashExplosion and change the name, stats, and whatever picture (or dts) you want to use. You do not actually need to use a dts though.
If at first you don't succeed, failure may be your style.
- Quentin Crisp
- Quentin Crisp
- Metal
- Need Major Repair
- Posts: 1278
- Joined: Fri Dec 26, 2008 5:48 pm
Re: Mod Explosions?
^ right... just don't put .png to your explosion... sometime .dts are animated