green mex
Update: Under Pressure released into Public Domain
Moderator: Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
I wonder if it's possible to rig a smoke effect to look like soil being sprayed out from under the drill? Make the smoke brown, and have it curve like a projectile, maybe?Pressure Line wrote:yeah it does, it has a dirty great spinning drill on the bottom.
im going to update the model tonight, remove 3 (of 6) of the legs and put in some exhausts for sexy smoke effects :)
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
I have not played this mod, though I intend to, but I can not think of it without thinking about "Ice Ice Baby", which I think about because I once heard a version of that that had the Queen Song "Under Pressure" attached to it, so it came out as Ice Ice Pressure, which was just insane...
And really, the whole point of this post is to say, in my roundabout fashion, that that mex is pretty pretty...though the cammo on your units looks just a bit cartoony.
And really, the whole point of this post is to say, in my roundabout fashion, that that mex is pretty pretty...though the cammo on your units looks just a bit cartoony.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Well, I'll use a few different methods, it depends on which one is fastest vs. which is slowest.
I mean computer speed, of course.. I am guessing that a dirt FX would do the trick, but then again, one would never know... I might need to use actual particles
I'll make the effect and you can implement it yourself :D
Scripts are fairly easy to make, unless it's really complicated. I'll edit this post with the effect. I'll test it myself to make sure it works, though.
Edit: This should work, good luck implementing it, though.
Implementing is the most annoying part... You might need a delayed spawner so that you don't need to emit-sfx so often in the script, its your choice, though.
I mean computer speed, of course.. I am guessing that a dirt FX would do the trick, but then again, one would never know... I might need to use actual particles

I'll make the effect and you can implement it yourself :D
Scripts are fairly easy to make, unless it's really complicated. I'll edit this post with the effect. I'll test it myself to make sure it works, though.
Edit: This should work, good luck implementing it, though.
Implementing is the most annoying part... You might need a delayed spawner so that you don't need to emit-sfx so often in the script, its your choice, though.
Code: Select all
[MexDrill]
{
[dirt]
{
[properties]
{
size=10;
color=0.2, 0.1, 0.05;
alphaFalloff=1;
speed=-2 r4, r1, -2 r4;
pos=-10 r20, 0, -10 r20;
}
ground=1;
count=10;
}
}
You never used one?
Alright, let me give you a crash course.
Alright, this is one of the simpler things to use, but can be hard to make it look right.
Pos is the position of the timed effect.
ExplosionGenerator is kind of obvious in what it does, it uses that explosion and gives it the delayed spawns.
Delay is in frames. "i" makes it emit after however many frames are in i.
Ex. Delay is "0 i33", count is 5. It will display roughly once a second for 5 seconds.
I believe you have used other effects before, anything I didn't define is pretty much the same.

Alright, let me give you a crash course.
Code: Select all
[SmokeRing1]
{
[delayspawner01_SmokeRing01]
{
class=CExpGenSpawner;
[properties]
{
pos=0, 0, 0;
delay=0 i1;
explosionGenerator=custom:Delayed_Smokering;
}
water=1;
air=1;
ground=1;
count=10;
}
}
Pos is the position of the timed effect.
ExplosionGenerator is kind of obvious in what it does, it uses that explosion and gives it the delayed spawns.
Delay is in frames. "i" makes it emit after however many frames are in i.
Ex. Delay is "0 i33", count is 5. It will display roughly once a second for 5 seconds.
I believe you have used other effects before, anything I didn't define is pretty much the same.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
1v0ry_k1ng wrote:thats pretty nice, does it spin/move?
hows this then :D
only has rudimentary scripting, waiting for some lua stuff for it to work properly :)
Last edited by Pressure Line on 26 Jul 2007, 15:25, edited 1 time in total.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Just thought id write a quick preliminary thank you post:
Scripting/Lua:
Guessmyname (con unit script)
KDR_11k (turnunit script)
Peet (turnunit script)
jK (mobile mex lua)
trepan (mobile mex lua)
Testing/Balance:
neddiedrow/Sekmet
A45_Gladius
det
quantum
Saktoth
KingRaptor
Tsuyosa
2d art:
Sangue
A45_Gladius
Inspiration/Support/Ideas:
all the #ca regulars
Sangue
neddiedrow/Sekmet
Nemo
Scripting/Lua:
Guessmyname (con unit script)
KDR_11k (turnunit script)
Peet (turnunit script)
jK (mobile mex lua)
trepan (mobile mex lua)
Testing/Balance:
neddiedrow/Sekmet
A45_Gladius
det
quantum
Saktoth
KingRaptor
Tsuyosa
2d art:
Sangue
A45_Gladius
Inspiration/Support/Ideas:
all the #ca regulars
Sangue
neddiedrow/Sekmet
Nemo
Last edited by Pressure Line on 27 Jul 2007, 09:02, edited 1 time in total.