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ba_modding_2d [2012/06/04 14:00]
184.70.162.50
ba_modding_2d [2012/06/04 14:24] (current)
184.70.162.50
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 This defined emitter 0.  Emitter 0 is used by the particle effects on the Sherman (and most other units) as the main weapon fire point.  Also, on the Sherman, this is attached to the turret, not the hull.  So we need to include the TURRET tag in the chunk.  We then just use the POINT entry to define where on the turret we want the emitter to be, using the same approach as for the pivot placements. This defined emitter 0.  Emitter 0 is used by the particle effects on the Sherman (and most other units) as the main weapon fire point.  Also, on the Sherman, this is attached to the turret, not the hull.  So we need to include the TURRET tag in the chunk.  We then just use the POINT entry to define where on the turret we want the emitter to be, using the same approach as for the pivot placements.
  
-We then define points 2 and 3 in the same manner (although they are attached to the hull, and therefore do not have a TURRET tag).  Note that any undefined emitters are placed at the unit center.+We then define points 2 and 3 in the same manner (although they are attached to the hull, and therefore do not have a TURRET tag).
 ===== Death Images ===== ===== Death Images =====
 We also recommend you include images that are shown when a unit dies.  For armour this would tend to be a burnt out version of the hull and turret (if needed).  For something like infantry you might show a dead soldier laying down.  Of course, the image can be anything you want! We also recommend you include images that are shown when a unit dies.  For armour this would tend to be a burnt out version of the hull and turret (if needed).  For something like infantry you might show a dead soldier laying down.  Of course, the image can be anything you want!
ba_modding_2d.txt · Last modified: 2012/06/04 14:24 by 184.70.162.50
 
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