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Chain Reaction Pulsar Question

dvatreknerd314

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Hey, just got a question about the Chain Reaction Pulsar. I'd like to change not only the main projectile sprite of the weapon, but also the smoke texture. I've been able to change the torpedo's sprite quite easily, but the area that it shows in the ODF for the weapon that seems like it should change the smoke texture doesn't. Are there any commands I can use to get this to work or is the smoke texture for the chain reaction pulsar hard-coded?
 

Rifraf

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Found this on another forum and thought it may assist you?

You need to use a SOD with emitters - that's what the chain pulse is (It's a SOD composed entirely of sprites and an emitter, but that's beside the point. Meshes can be used too). Only torpedoes and certain specials can have SODs, but it's definitely possible (and has, indeed, been done - see the Sigma demo for more details.)

And xsmoke is a texture, used in sprites for a variety of purposes (all the damage emitters use it as their base, for one thing).

And I believe these may be part of it - xparticle.tga and xsmoke.tga

Hope that helps some.
 

Terradyhne

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Found this on another forum and thought it may assist you?

You need to use a SOD with emitters - that's what the chain pulse is (It's a SOD composed entirely of sprites and an emitter, but that's beside the point. Meshes can be used too). Only torpedoes and certain specials can have SODs, but it's definitely possible (and has, indeed, been done - see the Sigma demo for more details.)

And xsmoke is a texture, used in sprites for a variety of purposes (all the damage emitters use it as their base, for one thing).

And I believe these may be part of it - xparticle.tga and xsmoke.tga

Hope that helps some.

the chainpulse weapon fx is not made with a SOD, the smoketrail is hardcoded, so it will be only possible with a SOD for the projectile but i don't know if the weapons class would allow that.
 

Chiletrek

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Hello:
Terradyhne is correct, the Chain Reaction Pulsar is hardcoded. I have seen similar weapons made and even though you can use a different sprite, if you use the CRP code, then you'll have the same red trail :x :cry2: .
 

dvatreknerd314

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Well, that sucks. I do have another, and possibly stupid, question though. How would I give a normal torpedo an SOD?
 

dvatreknerd314

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Additionally, is there any way to change how large the torpedo appears to be in comparison to the emitter?
 

Majestic

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Well, that sucks. I do have another, and possibly stupid, question though. How would I give a normal torpedo an SOD?

If you were using FO as a base it would be easy, stock Armada 2 I am not sure it's possible. I may be wrong though.
 

CABAL

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I think I worked out a method a while ago using the boarding party's ordnance, but I don't don't remember if it dealt damage properly.
 

dvatreknerd314

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Hey thanks! Got the visual part down but didn't do damage as you said. Was easy enough to fix with invisible torpedoes!

My other question is still whether there is a way to make the sprite appear to be smaller in relation to the torpedo. Right now, it looks like the sprite is wider than the torpedo, and I'm not sure what settings I need to change in which files to make this work the way I want it to.
 

Chiletrek

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Hello:
I think I worked out a method a while ago using the boarding party's ordnance, but I don't don't remember if it dealt damage properly.

Ohh, that is very interesting! because he only other method I know is by using the Cardassian Microorganisms special weapon, but it des not make damage to systems or shields, and only hull damage. maybe something can be worked out as well :D .

Also, A2-stock's PDP will destroy boarding parties just as they destroy normal photons :naughty: :exter: .

Hey thanks! Got the visual part down but didn't do damage as you said. Was easy enough to fix with invisible torpedoes!

My other question is still whether there is a way to make the sprite appear to be smaller in relation to the torpedo. Right now, it looks like the sprite is wider than the torpedo, and I'm not sure what settings I need to change in which files to make this work the way I want it to.

Hello:
Since you are still using sprites, in addition to the sod, then have you tried the codes found in photono.odf ?

// Size of photon torpedo.
radius = 8.0f

And or this one from pulseo.odf ?

// Length of the beam.
Length = 30.0

Keep it up!
 

dvatreknerd314

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Neither radius nor ScaleSOD worked, but thanks for those tips anyway!
 
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