purelooki.blogg.se

Reload colorset blockland console command
Reload colorset blockland console command











LifetimeMS = 1500 //How long the particle lasts, in Milliseconds. InheritedVelFactor = 0.15 //How much of the emitting object's Velocity (speed and direction) is given to the particle when it is emittedĬonstantAcceleration = 0.0 //The opposite of dragCoefficient, it will cause the particle to accelerate over time. Likewise, a Negative value causes them to rise. Gravit圜oefficient = -0.0 //A positive value will cause particles to accelerate towards the ground. It does NOT affect gravit圜oeefficient at all! It will be deducted from constantAcceleration. I will give an explanation of what each line does:ĭatablock ParticleData(Fireball2TrailParticle)ĭragCoefficient = 3 //This slows down particles over time. (Thanks for bringing this issue up Space Guy)įirst, we'll look at how it all gets started with the humble Particle Datablock, an example from a Fireball projectile I made. I will be doing further testing on the explosion datablock interpolations to check out how exactly they affect the explosion emitters. There are also extra interpolation values you can set for your explosions which, from what I've seen so far, do not increase datablock usage if you re-use datablocks for them. Either way re-using the same datablocks seems to cut down on datablock usage. I doubt you will need to use all 2000+ datablocks anyways, I mean come on guys! I will not be covering any vehicles/characterPlayers seeing as I have never really looked at them in detail.ĭATABLOCK USAGE: Even if you "recycle" datablocks, to my past V9 knowledge the script will still load an extra datablock anyways for every extra "same" datablock that is attached to some other datablock. I will be covering 5 datablocks in particular: Particles, Emitters, Explosions, Debris, and Projectiles. There is a Torque Functions guide that tries to explain some of this stuff but fails in many areas, this tutorial will compliment this guide: This will also double as an extra reference guide to help answer the tiny questions some more seasoned scripters might have about these things. It's not that those special effects aren't good or anything, it's just you'd figure people would want to make cool weapons and utilities a bit more unique! It's just special effects but if you're making soPhysician Prescribed Desoxyning simple then that's all it will have going for it aside from function. Everyone seems to be simply copy-pasting the rocket-launcher and gun scripts, changing the names to work with a different model and then posting it as a finished add-on. Purpose of this guide: Well I was tired all right? Tired of looking at the same old stuff plastered on a different model. Tired of looking at the same old Rocket Launcher emitters go off for your grenade launcher? Want to make a cool smoke grenade, but you just can't get around how the emitters work? Well then, This is the guide for you and all your emitter needs and questions.













Reload colorset blockland console command