Create a successful bullet hit bleeding.
by Szzg007 · in Torque 3D Professional · 01/05/2012 (7:53 am) · 43 replies
First one..I need thanks for Frank carney and Michael Hall help me.here.
www.garagegames.com/community/forums/viewthread/129268
make new a Particle..
and add New decaldata

www.garagegames.com/community/forums/viewthread/129268
make new a Particle..
datablock ParticleData(bloodBulletDirtSpray)
{
textureName = "art/shapes/particles/FXpack1/dirt";
dragCoefficient = "0.667";
gravityCoefficient = "0";
lifetimeMS = "250";
lifetimeVarianceMS = "0";
spinRandomMin = -120.0;
spinRandomMax = 120.0;
useInvAlpha = true;
colors[0] = "0.590551 0 0.00787402 1";
colors[1] = "0.992126 0 0.015748 1";
colors[2] = "0.322835 0 0.00787402 0.291339";
sizes[0] = "0.299091";
sizes[1] = "0.799609";
sizes[2] = "1.19941";
times[0] = 0.0;
times[1] = "0.494118";
times[2] = 1.0;
animTexName = "art/shapes/particles/FXpack1/dirt";
};
datablock ParticleEmitterData(bloodBulletDirtSprayEmitter)
{
ejectionPeriodMS = "5";
periodVarianceMS = "0";
ejectionVelocity = "5";
velocityVariance = "5";
thetaMin = "0";
thetaMax = "360";
particles = "bloodBulletDirtSpray";
gravityCoefficient = "3.99756";
lifetimeMS = "10";
lifetimeVarianceMS = "0";
spinRandomMin = "-140";
spinRandomMax = "140";
useInvAlpha = "1";
blendStyle = "NORMAL";
};and add New decaldata
datablock DecalData(bloodDecalData)
{
Material = "YoubloodMaterial";
....
};Find game/scripts/server/player.csfunction Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
{
//add effectFX for here...
//do decals
%Decalposition = VectorAdd(getRandom(-1, 1) SPC getRandom(-1, 1) SPC "0", %obj.getPosition());
%normal = "0.0 0.0 1.0";
%decalObj = decalManagerAddDecal(%Decalposition, %normal, getRandom(360), getRandom(2), bloodDecalData, false);
//do decals
%particles = new ParticleEmitterNode()
{
position = %position;
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "bloodNodeData";
emitter = "bloodBulletDirtSprayEmitter";
velocity = "1";
};
MissionCleanup.add(%particles.schedule(1000, "delete"));
//..... other code...Show is here..
About the author
http://www.szzg007.com http://www.951gl.com/kits/index_store.html
#42
07/11/2013 (9:33 am)
Just to point out about packetSize and the such, it's hardcoded to max out automatically to 32bit 1024 in singleplayer mode.
#43
07/28/2013 (4:45 am)
I ported the 1.2 project to 3.0 and the issues were gone. No clue what caused it really. It became less important... So... thanks @all for your help!
Torque Owner Jules
Something2Play
I mainly use AFX for any effects as it seems more flexible and clears down better than stock. So I'll probably investigate that route.
Non AFX .. I guess you could mount them to parts of the body, if you have hit areas, so if they get hit on an arm, leg etc As a trial you could probably mount it to your weapons mounting point and offset it without making too many changes.
Let me know how you get on and I'll see what I can do this end. Unfortunately mine needs to also be networked!