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edits
m (correcting prev/next types in nav header) |
m (link fixes) |
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| <Particle> | | <Particle> | ||
| - | | - | ||
| There can be multiple particle tags. They close with "</Particle>". Watch out for [[# | | There can be multiple particle tags. They close with "</Particle>". Watch out for [[#Particle structures|different structures]] when setting the <Location> value. | ||
|- | |- | ||
| <Name> | | <Name> | ||
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Changes: | Changes: | ||
* Particle becomes attached now after spawning, should be more precise than being attracted. | * Particle becomes attached now after spawning, should be more precise than being attracted. | ||
* Added [[AE:New_weapons# | * Added [[AE:New_weapons#w15_smg|w15_smg]] into ONIE. | ||
* Material Flesh and Cloth uses same damage dealing particle, "unprotected". | * Material Flesh and Cloth uses same damage dealing particle, "unprotected". | ||
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:Also they could explode if you hit their energy cell (low probability). | :Also they could explode if you hit their energy cell (low probability). | ||
:This is quite similar to the "material-dependent damage" a.k.a. head shot mod. | :This is quite similar to the "material-dependent damage" a.k.a. head shot mod. | ||
::I suggest we add two [[XML:Mtrl# | ::I suggest we add two [[XML:Mtrl#Vanilla_material_tree|materials to the character section]]: Electric and Electric_Danger. (* Kind of an unspecific name so it can be used for droids, mechs, or even SLD.) | ||
::After that we modify the materials of the ONCCs(*) in question, adding there (CBPM) the new materials. | ::After that we modify the materials of the ONCCs(*) in question, adding there (CBPM) the new materials. | ||
::Then we go to the ONIE and add our desired effect to <nowiki><Impact Name="wN_name"><Material Name="NewMaterial"></nowiki>. | ::Then we go to the ONIE and add our desired effect to <nowiki><Impact Name="wN_name"><Material Name="NewMaterial"></nowiki>. |