<!--quoteo(post=220460:date=Nov 7 2007, 03:23 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Nov 7 2007, 03:23 PM) [snapback]220460[/snapback]</div><div class='quotemain'><!--quotec-->Just tell me the right and working code and i'll include it in my game. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid="

)" border="0" alt="smile2.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Attachment deleated: it and the swimmer stuff are on ftp.
Now for the instructions and code.
1. Add the file "flyer1.tga.tx" to the POTC\Resource\textures directory.
=======================================================================
2. Add the following to particles.ini file
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->;Petros flying crew addition
[flyers]
technique = particles
randomdirection
texture = flyer1.tga
particles_num = 1
emitradius = 0
emitter_initime = 0
ddeviation = 0.1
gravity = 1.0
lifetime = 8000
weight = 0.01
weight_deviation = 0.0005
pscale = 1.0
spin = 0.0
spin_deviation = 0.0025
speed = 0.06
speed_deviation = 0.01
key_alpha = 1,0
key_alpha = 0,8000
key_psize = 2.1,0
key_pspeed = 0.001,0
key_pspeed = 0.51,150
key_pspeed = 0.3,500
key_pspeed = 0.01,1000
key_spin = 10.5,0
key_spin = 8.0,2000<!--c2--></div><!--ec2-->
===================================================================
3. To AIShip.c in this section ... <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// TIH --> this section adjusted to be a bit more understandable in setting, and reasonable in graphics Nov13'06
// Removal of "CreateBlastM()" function due to that function causing a CTD in battles Nov12'06
// NK add USE_PARTICLES switch // TIH changed to own switch SHIPHIT_PARTICLES 7-7-06
// Ball_impact and splinters by MM
// By MM, Flames and Critical hits only present on bombs now. // changed to add a rare chance (otherwise what's the POINT of the PERKS?)
case GOOD_BALLS:
if (ALLOW_CRIT_FROM_BALLS && rand(1)) { bSeriousBoom = false; }// pref toggle and 50% chance a possible critical hit is allowed
if (ALLOW_FIRE_FROM_BALLS && rand(32) == 1) { bInflame = true; }// pref toggle and 3% chance ship catches on fire from hit
Play3DSound("ball2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0); // six medium splinters
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0); // five large splinters
break;
case 3:
CreateBlast(x,y,z); // excessive plume of planks and barrels, causing big water splashes
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0); // six medium splinters
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0); // five large splinters
break;
}
break;
case GOOD_GRAPES:
bSeriousBoom = false;
bInflame = false;
Play3DSound("grapes2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
case GOOD_KNIPPELS:
bSeriousBoom = false;
bInflame = false;
Play3DSound("knippel2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
case GOOD_BOMBS:
if (rand(20) == 10) { bSeriousBoom = true; }
if (rand(2) == 1) { bInflame = true; }
Play3DSound("bomb2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateBlast(x,y,z);
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("blast_inv", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
// TIH <-- end adjustment<!--c2--></div><!--ec2-->
in several places add ... <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0); //Petros adds one crew flying overboard<!--c2--></div><!--ec2-->
to get this.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// TIH --> this section adjusted to be a bit more understandable in setting, and reasonable in graphics Nov13'06
// Removal of "CreateBlastM()" function due to that function causing a CTD in battles Nov12'06
// NK add USE_PARTICLES switch // TIH changed to own switch SHIPHIT_PARTICLES 7-7-06
// Ball_impact and splinters by MM
// By MM, Flames and Critical hits only present on bombs now. // changed to add a rare chance (otherwise what's the POINT of the PERKS?)
case GOOD_BALLS:
if (ALLOW_CRIT_FROM_BALLS && rand(1)) { bSeriousBoom = false; }// pref toggle and 50% chance a possible critical hit is allowed
if (ALLOW_FIRE_FROM_BALLS && rand(32) == 1) { bInflame = true; }// pref toggle and 3% chance ship catches on fire from hit
Play3DSound("ball2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0); // six medium splinters
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0); // five large splinters
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0); // Petros adds one crew flying overboard
break;
case 3:
CreateBlast(x,y,z); // excessive plume of planks and barrels, causing big water splashes
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0); // two small gray puffs
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0); // six medium splinters
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0); // five large splinters
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
case GOOD_GRAPES:
bSeriousBoom = false;
bInflame = false;
Play3DSound("grapes2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
case GOOD_KNIPPELS:
bSeriousBoom = false;
bInflame = false;
Play3DSound("knippel2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("ball_impact", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
case GOOD_BOMBS:
if (rand(20) == 10) { bSeriousBoom = true; }
if (rand(2) == 1) { bInflame = true; }
Play3DSound("bomb2bort", x, y, z);
switch(SHIPHIT_PARTICLES)
{
case 0: CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0); break; // one orange puff // stock behavior
case 1:
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 2:
CreateBlast(x,y,z);
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0);
break;
case 3:
CreateBlast(x,y,z);
CreateParticleSystem("blast", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("blast_inv", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters2", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("splinters3", x, y, z, 0.0, 0.0, 0.0, 0);
CreateParticleSystem("flyers", x, y, z, 0.0, 0.0, 0.0, 0);
break;
}
break;
// TIH <-- end adjustment<!--c2--></div><!--ec2-->