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Author Topic: Black Star: where lights never shine...  (Read 853 times)

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Komuna

  • Guest
Black Star: where lights never shine...
« on: 09 Jun 2003, 10:45:23 »
Greetings

I've tried the drop[] command in order to create a shining particle. Unfourtunately, the particle [.p3d] which "lights" the lamppost [koslestvo, or something like that] doesn't shine on the dark... Well, it does a litle, but not as a lamp!

My idea is getting a shining particle, whatever means are necessary for having it. It's for rocket simulation.

Note: I don't accept "flares" as answer; thought they're quite bright, they take a long time before lighting...

What shall I do?

Thanks. ;D

Kaliyuga

  • Guest
Re:Black Star: where lights never shine...
« Reply #1 on: 09 Jun 2003, 11:01:48 »
 Well..  I've been playing around with the drop command quite a bit lately......  and there are three  types of particles you can use:

cl_basic.p3d : particles for smoke effects

cl_fire.p3d : particle for fire effects

cl_water.p3d : particle for water effects


the fire one does glow... and I would think it would work sufficiently for your rocket simulation...   playing around with the color scheme would add to the brightness factor a bit as well.... as you can sort of do custom blending between white, red, yellows to get a nice fire effect ...



Komuna

  • Guest
Re:Black Star: where lights never shine...
« Reply #2 on: 09 Jun 2003, 15:13:15 »
Yes Kaliyuga, but don't forget that you can use more than just 3 kinds of particles... As long as the particle is a p3D, you can use it [houses, for example].

I've tried the fire particle, the lamp shine particle, etc, etc, but the shine type I wan't is a 'flare' similar one... You know, a big shine!

Thanks anyway!

And keep answering me... I NEED THAT SOLUTION!!! >:( >:( >:( [ ;D ::) :P]
« Last Edit: 09 Jun 2003, 15:15:37 by Komuna »

vektorboson

  • Guest
Re:Black Star: where lights never shine...
« Reply #3 on: 10 Jun 2003, 20:53:27 »
Hi,

what do you mean?

1. Do you want a particle that lits the environment like a lamp or a flare,

or do you want

2. a particle that glows like the cl_fire?

1 is not possible, 2 is (look at BAS Flare script)

Offline Igor Drukov

  • Contributing Member
  • **
  • Conscientious Subjector
Re:Black Star: where lights never shine...
« Reply #4 on: 10 Jun 2003, 22:36:18 »
Well, apart from cl_fire, cl_basic and cl_water, you also have :
cl_fireD
halflight
sun
sunHalo

But none of them creates sufficient light  :P
And I keep looking !
« Last Edit: 10 Jun 2003, 22:49:28 by Igor Drukov »

Komuna

  • Guest
Re:Black Star: where lights never shine...
« Reply #5 on: 11 Jun 2003, 11:03:53 »
Quote
1 is not possible

What do you mean "is not possible"??! :noo:  :'(

Oh! Gosh!!! I'm going to kill myself...!*

Next step: Addons!

For what I can see, drop command won't give me a flare-like light...
Therefore, how shall I proceed to create a flare which lights instantaneously and lasts more than just a few moments? [I'm a newbie to addon creation, so, be nice ;D ::)]


*Note: Suicide is not the solution

#Edit#
[While I was waiting a reply for this, I was getting depressed, having nothing to do, so, I'm going to share my current feelings with you]

wfrquklwgrfdukfgaskjgfsdf FUCK!rfmhgdfjhfjhvImTiredOfThisShit....HAAAAAAAAAAAA!!!!!!!!!!!!! :noo:
« Last Edit: 11 Jun 2003, 11:26:17 by Komuna »

Kaliyuga

  • Guest
Re:Black Star: where lights never shine...
« Reply #6 on: 11 Jun 2003, 21:59:23 »
Quote
class Flare : Grenade
   {
      hit=5;indirectHit=2;indirectHitRange=0.2;
      cost=100;
      simulation=shotIlluminating;
      simulationStep=0.05;
      explosive = false;
      soundHit[]={,0,1};
      lightColor[] = {1, 1, 1, 0};
   };

well  here's the goods on the flare.    as you can see... it is based off of the grenade class... which means it inherits all abilities of a grenade..
(the kind fired from a grenade launcher)  

I would imagine... that by simply changing the  bit that reads

explosive= false    you could have yourself an exploding flare :o  

anyways.... the thing is .. being based off of a grenade.. an addon made this way would have the same trajectory and behaviour a grenade.. and not a rocket..  :P  as far as i can tell...


now you may be able to add this bit:

simulation=shotIlluminating;
simulationStep=0.05;
lightColor[] = {1, 1, 1, 0};


to a custom rocket and make it lit like a flare.. but this part is all speculation  on my part based on reading the commented config.cpp from BIS

have you ever opened up the runway lights.pbo file either? there may be some good stuff in there that might help you ..





Komuna

  • Guest
Re:Black Star: where lights never shine...
« Reply #7 on: 12 Jun 2003, 14:49:25 »
Only that, for config.cpp? Cuz I don't have a clue of how to make an addon.. But nevermind, I'll check it by myself, besides, I'm the one who should care about solving the prob, right? We don't want lazy guys in this forum...  ;D ::) EhEhEh!

About the explosive flare: Indeed, I'd like to have a big, very explosive flare, in order to replace the LGB that i'm currently using as "rocket"...

One more thing: how can I custom my own rocket? How should I proceed to make a certain script to be added to a rocket addon?
Cuz I'm thinking about making a MRLS addon, a good one, which should have a launching system and a target (duh!), of course. [Well, seems time to change the board]
« Last Edit: 12 Jun 2003, 14:50:15 by Komuna »

Kaliyuga

  • Guest
Re:Black Star: where lights never shine...
« Reply #8 on: 13 Jun 2003, 19:17:45 »
how can I custom my own rocket?

http://ofp.gamezone.cz/_hosted/brsseb/

check out the tutes at that link.... there is one on building custom rockets ;)

Komuna

  • Guest
Re:Black Star: where lights never shine...
« Reply #9 on: 15 Jun 2003, 02:08:52 »
Thanks alot guys!!! Especialy Kaliyuga: you're the man ;)

No Q's for now, therefore:

*provisorily solved*