WingNuts and Bolts

Emitters

This section details the emitters creator

An Emitter does exactly what it's name implies. It emits projectiles. Imagine a big chain gun (like the one from Terminator 2). Each bullet is a projectile. Each barrel of the chain gun is an Emitter and the chain gun is the weapon. You can't have a weapon wtihout an emitter.

Emitter screen

Your standard emitter window.

In the emitter screen, all shots are fired from the red/green triangle in the center of the screen. The triangle is "invisible" in the game, and is only used in the editor.

To make an emitter, you first need to choose "New" and make a new emitter.

Projectile - The Emitter is going to fire a projectile. You can choose from all projectiles you created from the pull down list. You can create projectiles in the projectile section of the editor.

Minimum initial delay - This is the minimum time in seconds the emitter will take to fire the projectile the first time.

Maximum initial delay - This is the maximum time in seconds the emitter will take to fire the projectile the first time.

Minimum reload delay - This is the minimum time in seconds the emitter takes to reload and fire a projectile after the initial shot.

Maximum reload delay - This is the maximum time in seconds the emitter takes to reload and fire a projectile after the initla shot.

Minimum projectiles in volley - This value is the minimum number of projectiles that will be fired in one "shot". Think of this like a shotgun, it's one shell that is fired, but it fires many projectiles.

Maximum projectiles in volley - This value is the maximum number of projectiles that will be fired in one "shot".

Damage inflicted by projectile - This is how much damage the weapon will do when it hits an enemy or the player.

Emit particles when firing projectile - This lets the emitter emit a particle when it fires. Think of this as a muzzle flash or a poof of smoke from a cannon. Choose a particle from the list, and the number of particles to be emitted.

Incorporate projectile velocity to particle emission for muzzle flash - These option and values will have the emitted particle use a percentage of the velocity for it's movement. For instance, if you have a cannon and a large poof of smoke. The smoke will drift in the wind under the same bearing and velocity as the bullet.

Play sound when firing projectile - This lets you assign a sound to play when the projectil is fired. Sounds are created and edited in the sounds section of the editor.