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Author Topic:   Help me...
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posted February 01, 2003 05:55 PM            
How dyou use spewers?

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Onward came the Meteors!
Respawned were the Tanx!

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KONG
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posted February 01, 2003 06:28 PM            
Very, Very Carefully!!! Ask RC.

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Vlad
Member
posted February 02, 2003 11:51 PM            
First off, it's not the best idea to be naming all your threads the same.

As far as spewers go, here's the basics...

A spewer is an ent that can call another ent in a controlled fashion. Take a look at some of the spewers that TM uses. Armaggedon.ent is the spewer that controls the firing of the nuke and matter missiles on the Armaggedon map. In Treadmarks/Entities/Spewers, there's a readme that tells you what the different parameters in a spewer file do. Check that out for more information on each individual param. Basically, you can use spewers to create practically any other type of ent (projectile, explosion, item, weapon, etc) at certain times, at a certain place (within limits), and at certain intervals.

What are you trying to do with them, exactly?

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posted February 03, 2003 06:30 AM            
When my projectile hits, it sends out hi-power "shrapnel", at least thats what i want.

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Onward came the Meteors!
Respawned were the Tanx!

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Vlad
Member
posted February 03, 2003 09:26 AM            
Ah, that's very doable.

Let's say that you want to make it throw out 20 chunks of shrapnel in random directions.

You may have already figured this out, but it's typically a LOT easier to use an already existing spewer for a template, and then change it as you need.

I'll run through all the different applicable parameters, and variables that will help you out...

SpewTypeX (X being a number from 0-9): This is the parameter that tells the spewer exactly what it will be spewing. So in your case, you'll be making a projectile, which we'll call Shrapnel, just for conversation's sake. So in your case, you'll want to have a line like:

SpewType0 = projectile/Shrapnel

That sets your spewer up that it'll be spewing an ent of type Projectile and class Shrapnel. If you wanted to have multiple types of shrapnel being thrown around, you could just add more spewtypes (up to 10 total).

SpewMin/SpewMax: These two parameters give the spewer a range of directions to throw the stuff around. So in your case, if you want to toss the shrapnel around evenly in every direction, you'd enter this:

SpewMin = -1, -1, -1
SpewMax = 1, 1, 1

Those coordinates are basically x, y, z. If you want to say, not have the shrapnel fly downward at all, you'd do something like this:

SpewMin = -1, 0, -1
SpewMax = 1, 1, 1

That means that shrapnel will be thrown evenly in 5 of the six main directions (up, down, north, south, east, west). Since the Minimum possible Y axis value for the spewing is 0, nothing will get thrown downward. Each individual projectile will have a random trajectory based on those values. And just as another example, say you wanted more of the shrapnel to be thrown upwards, but still have some sideways stuff, you'd do something like:

SpewMin = -1, 0, -1
SpewMax = 1, 5, 1

CycleType: This one can be either 0 or 1. You only need to worry about this if you've got more than one type of entity to be spewed. If you set CycleType to 0, the spewer will pick from the SpewTypes randomly on each spew (like when the Armaggedon spewer picks randomly between the two types of missiles), and if it's 1, it will just cycle straight through the SpewTypes.

RandomSpew: Again, this can be 1 or 0. If you have it set to 1, then there's a random amount of time between spews. If it's 0, then there's a set time between spews. In your case, you'd want it set to 0.

SpewTime: If RandomSpew is set to 1, then this is the average number of seconds between spew, if RandomSpew is 0, then it's just the number of seconds between regular spews. Here, you'd want it to be 0, so the shrapnel gets thrown out as soon as the spewer is created.

Iterations: The number of ents that the spewer will throw out each cycle. So in your case, you'd want to make it 20. You can always make more, if you want more shrapnel flying around.

MaxSpewCount: Always make sure that you have this parameter in there (unless it's a map based spewer, like the Armaggedon one). This tells how many ents to be spewed before the spewer goes away. So if you wanted to have only 20 chunks of shrapnel fly out, you'd set this to 20.

LaunchCoords: This tells the spewer how far from the center of itself to throw the ents. It's set up in x, y, z format.

RestOnGround/GroundOffset: RestOnGround can be either 1 or 0. If it's set to 1, then the spewer sits on the ground (the distance off the ground is determined by GroundOffset). If it's 0, then it just floats where it was created.

Those are the basics of spewers, more or less.

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