Aug 30, 2007, 11:54 PM | |
Short Circuts! - any way to get sparks in levels?
In the level pack i'm making (The abandoned station) I wish to add sparks to simulate arcing wires.
I'm thinking that narrows it down to the two shield bolts (Plasma and fire). The fire bolts would look the part, but the plasma bolts would have the sound effect. I'd like to get a generator of a shield bolt (That will work in SP) so it will hit a hidden wall, showering the intended area with sparks. That possible? |
Aug 31, 2007, 01:25 AM | |
Put a generator on a revert morph event. But you could also use an electroblaster turret: Put a generator on an Area Fly Off.
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Aug 31, 2007, 02:35 AM | |
Create generator on these events to get the desired shield shots.
Revert morph = Plasma shield End area = Fire shield You could also make a bomb crate with 15 extra events set to one of these two. This will make lots of sparks fly out when the crates are broken.
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Sep 1, 2007, 04:04 PM | |
You're doing nothing wrong. The problem is that these things are fairly inconsistent. As far as I know the only shots you can get to spawn reliably 100% of the time are seekers, electro blasters, and TNT. Everything else will show up occasionally, but usually will produce nothing. Using a crate like overlord suggested will produce a more consistent result, but obviously is limited in terms of usefulness.
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Sep 3, 2007, 10:30 AM | |
My contribution.
This is by no means perfect, as it involves the rather cumbersome crates, so you'll always want it hidden behind walls, but it does provide reliable sparks. There isn't a constant flow, as that seemed a little extreme, but I'd imagine more constancy could be worked in with a little effort. Instructions for Modification:
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Sep 3, 2007, 01:47 PM | |
Maybe say what each of the events does, I'm just wondering ;p
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Sep 4, 2007, 12:07 PM | |
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Basically, 2;0 is instantly moved to 3;0 by 2;1, where it creates E:3;0 every P:3;0. This E:3;0 is moved instantly by 3;1 to about 1;0. E:3;0 falls down at least one tile into 1;1, and is destroyed either by tile 1;1 or 0;1 regenerating each D:0;1. E:3;0 appears over either 1;0 or 1;1 and creates D:1;x copies of E:1;x upon destruction.
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Sep 4, 2007, 01:45 PM | ||||
An image or two could help clarify things.
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Sep 4, 2007, 01:54 PM | |
Lol. With JCS next to that post I managed to understand it ;p but that post looks insane without 'visual resources' ;p
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Sep 4, 2007, 02:01 PM | |
An image, yes, or an article, but I was sitting in German class waiting for the teacher to show up, so I didn't have the time. Someday an article will materialize...
Puffie, does it help? |
Sep 4, 2007, 02:28 PM | |
Oh yeah. that spark machine looks like the thing I need. I'll play with it on the level, and see if I can get it to fit.
One thing I did try is the electroblaster turret, masked along the ceiling. It has a nice effect, if a little obscure. |
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