Re: smoke and fire and the like.....also COG ?


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Posted by Stealth on February 21, 1998 at 13:53:55:

In Reply to: smoke and fire and the like.....also COG ? posted by snipe on February 20, 1998 at 19:16:07:

> I want to edit the properties of smoke. Ive already got a cog that creates smoke from a ghost thing at a fast pulse rate, but the smoke is too thin and disappears too quickly. Does anyone no what on earth the values in the +smoke and +heavysmoke templates mean?

Smoke and heavysmoke are of type Particle.

These are all the adjectives you can use in Particles...The list on left is the adjecives and the right list is what they mean (use) forget the generic[*]:= part i just copied it out of something i`m working on.


//GENERIC
GenericA[0]:='type'; GenericB[0]:='template type (string)';
GenericA[1]:='aiclass'; GenericB[1]:='aiclass is file of (.ai)';
GenericA[2]:='collide'; GenericB[2]:='collide 0=none , 1=collidebox 3=face (int)';
GenericA[3]:='move'; GenericB[3]:='movetype none, path ,physics (string)';
GenericA[4]:='size'; GenericB[4]:='size 3do radius (flex)';
GenericA[5]:='movesize'; GenericB[5]:='movesize 3do radius (flex)';
GenericA[6]:='thingflags'; GenericB[6]:='thingflags (int)';
GenericA[7]:='light'; GenericB[7]:='light (flex)';
GenericA[8]:='timer'; GenericB[8]:='timer (flex)';
GenericA[9]:='model3d'; GenericB[9]:='model3d is of file (.3do)';
GenericA[10]:='particle'; GenericB[10]:='particle is of file (.par)';
GenericA[11]:='sprite'; GenericB[11]:='sprite is of file (.spr)';
GenericA[12]:='puppet'; GenericB[12]:='puppet is of file (.pup)';
GenericA[13]:='soundclass'; GenericB[13]:='soundclass is of file (.snd) "none" can turn off parent sound';
GenericA[14]:='cog'; GenericB[14]:='cog is of file (.cog)';
GenericA[15]:='creatething'; GenericB[15]:='creatething is (template name)';
GenericA[16]:='orient'; GenericB[16]:='orient is orientation (vector) [pitch,roll,yaw]';

//PHYSICS = PHYSICS + GENERIC
PhysicsA[0]:='surfdrag'; PhysicsB[0]:='surface drag (flex)';
PhysicsA[1]:='airdrag'; PhysicsB[1]:='air drag (flex)';
PhysicsA[2]:='staticdrag'; PhysicsB[2]:='static drag (flex)';
PhysicsA[3]:='mass'; PhysicsB[3]:='mass (flex)';
PhysicsA[4]:='height'; PhysicsB[4]:='height (flex)';
PhysicsA[5]:='physflags'; PhysicsB[5]:='physics flags (flags)';
PhysicsA[6]:='maxrotvel'; PhysicsB[6]:='maximum rotational velocity (vector)';
PhysicsA[7]:='maxvel'; PhysicsB[7]:='maximum velocity (flex)';
PhysicsA[8]:='vel'; PhysicsB[8]:='velocity (vector)';
PhysicsA[9]:='angvel'; PhysicsB[9]:='angular velocity (vector)';
PhysicsA[10]:='orientspeed';PhysicsB[10]:='orient speed (flex)';
PhysicsA[11]:='buoyancy'; PhysicsB[11]:='water float (flex)';

// PARTICLE=PARTICLE + GENERIC + PHYSICS
ParticleA[0]:='+ typeflags';ParticleB[0]:='particle flags (int)';
ParticleA[1]:='+ material'; ParticleB[1]:='material is file of (.mat)';
ParticleA[2]:='range'; ParticleB[2]:='maximum radius (flex)';
ParticleA[3]:='minsize'; ParticleB[3]:='minimum radius (flex)';
ParticleA[4]:='rate'; ParticleB[4]:='time out rate (flex)';
ParticleA[5]:='maxthrust'; ParticleB[5]:='expansion speed (flex)';
ParticleA[6]:='pitchrange'; ParticleB[6]:='pitch range (flex)';
ParticleA[7]:='yawrange'; ParticleB[7]:='yaw range (flex)';
ParticleA[8]:='elementsize';ParticleB[8]:='size of element (flex)';
ParticleA[9]:='count'; ParticleB[9]:='number of particles (int) must be less than 256';


> PS, I played the MOTS demo and I wonder; whats the cog verb for making the screen shake when the tie drops bombs? Finally, any advice on the most eficient way to cleave a spiral staircase?

None of us have Mots yet. So we haven`t even looked very much.




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