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some PARTICLE problems #201730
04/10/08 20:22
04/10/08 20:22
Joined: Nov 2007
Posts: 60
D
darci Offline OP
Junior Member
darci  Offline OP
Junior Member
D

Joined: Nov 2007
Posts: 60


thats what i want to make

a flying roket , and you should see her way from the start to the finish.
i dont know how i could make it realistic

could someone help me a bit

^^

Re: some PARTICLE problems [Re: darci] #201741
04/10/08 20:55
04/10/08 20:55
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
You can just create a few particles in the rocket's action every frame. That should do it. You can also save the position of the rocket before moving it, then moving it and passing the difference between the old and the new position as the particles speed. If you then set the BEAM flag you gain a continuous stripe.


Always learn from history, to be sure you make the same mistakes again...
Re: some PARTICLE problems [Re: Uhrwerk] #209361
06/02/08 17:17
06/02/08 17:17
Joined: Nov 2007
Posts: 60
D
darci Offline OP
Junior Member
darci  Offline OP
Junior Member
D

Joined: Nov 2007
Posts: 60
ich machs mal jetzt deutsch


wenn ich kleine particle erzeuge ist dann so eine nicht ganz schone linie,
also der ursprung wo die partikel entstehen der siht so aus als ob er sich ertwas hinziht befor die particle dann bei mir den gewunschten effect volziehen

function flame_particles()
{
my.x -= random(1)*time_step;

my.alpha -= 0.3 * time; // particle fading speed
my.size += 0.01;
if (my.alpha < 0) {my.lifespan = 0;}
}

function torch_fx()
{
temp.x = 0;//random(1) *-1; // play with x, y, z
temp.y = 0;//random(1) - 4;
temp.z = -1;// random(1) + 2;
//vec_normalize (temp, 20); // particle speed

vec_add(my.vel_x, temp);
my.bmap = flame_pcx;
my.flare = on;
// my.bright = on;
my.beam = on;

my.size = random(2)+1; // particle size

my.move = on;
//my.gravity = 1.2; // particle gravity
my.function = flame_particles;
my.lifespan = 180; // particle life span
}
var a=0;
action particle_generator
{

// my.invisible = on;
my.passable = on;
my.alpha =50;
while (1)
{
c_move(me,vector(2,0,0),NULLVECTOR, GLIDE);

effect (torch_fx, 8, my.x, normal); // generate 5 particles per frame

wait (0.5);
}
}

also das is der code

was ich damit erreichen wolle siht man ja da oben im bild^^


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