a

Basically yeah. If you know what it is, then I would love to know.
Sin Costan - [Tutorial]Projectile Guide and Implementation said:
For Vanilla Dust Heat Rays.

Code:
{
    "displayName": "Test Ray",
    "size": [32, 32],
    "aiStyle": 0, //I usually just use this for custom AI since it doesn't do anything special
    "friendly": true,
    "hostile": false,
    "tileCollide": true,
    "ignoreWater": true,
    "magic": true,
    "penetrate": -1,
    "maxUpdates": 100
}

Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using TAPI;
using Terraria;

namespace COFP.Projectiles
{
    public class TestRay : ModProjectile
    {
        public override void AI()
        {
            projectile.localAI[0] += 1f; //The timer
            if (projectile.localAI[0] > 3f) //The amount of ticks it takes for it to load
            {
                for (int num562 = 0; num562 < 10; num562++) //Adjust the thickness of the ray; too high a number may cause lag
                {
                    projectile.alpha = 255;
                    //Dust.newDust(Vector2 position, Size.X, Size.Y, int Dust ID, Velocity.X, Velocity.Y, int alpha (transparency), Color, float scale)
                    //Size determines where the dust will spawn (at random of course)
                    //Dust ID's can be found in this handy page http://tconfig.wikia.com/wiki/List_of_Dusts
                    int num563 = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y - projectile.height/4), projectile.width, projectile.height, 60, 0f, 0f, 0, default(Color), 0.75f);
                    //Vector2(projectile.position.X, projectile.position.Y - projectile.height/4) - (Vector position) makes sure it shoots from the center of where the weapon is pointing
                    //projectile.width - Sets it to the projectile's size of X in terms of pixels (16 pixels = 1 tile block)
                    //projectile.height - Sets it to the projectile's size of Y in terms of pixels
                    //Dust ID - I set it to a red color, but if you want a black ray, use 54
                    //both of the velocity's set to zero so it won't move around
                    // alpha - set to zero so color is vibrant for the dust
                    // default(Color) - set to its default color (does not change color)
                    // scale - set to 0.75 so the dust isn't humongous for the laser
                    Main.dust[num563].scale = (float)Main.rand.Next(70, 110) * 0.013f; /*Adjust left and right values to sizes you would like to see for your dust in Main.rand.Next(int LeftEnd, int RightEnd)
                    Main.dust[num563].velocity *= 0.2f; //sets the velocity of the dust to not move that much (not sure if you would need this or not)
                    Main.dust[num563].noGravity = true; //Makes sure it doesn't fall on the ground
                    //You can of course add more dusts to the code, but as I said about the for loop determining thickness, it may cause lag.
                }
            }
        }
    }
}

And adding to that...

Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using TAPI;
using Terraria;

namespace COFP.Projectiles
{
    public class TestRay : ModProjectile
    {
        public override void AI()
        {
            projectile.localAI[0] += 1f; //The timer
            if (projectile.localAI[0] > 3f) //The amount of ticks it takes for it to load
            {
                for (int num562 = 0; num562 < 10; num562++) //Adjust the thickness of the ray; too high a number may cause lag
                {
                    projectile.alpha = 255;
                    //Dust.newDust(Vector2 position, Size.X, Size.Y, int Dust ID, Velocity.X, Velocity.Y, int alpha (transparency), Color, float scale)
                    //Size determines where the dust will spawn (at random of course)
                    //Dust ID's can be found in this handy page http://tconfig.wikia.com/wiki/List_of_Dusts
                    int num563 = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y - projectile.height/4), projectile.width, projectile.height, 60, 0f, 0f, 0, default(Color), 0.75f);
                    //Vector2(projectile.position.X, projectile.position.Y - projectile.height/4) - (Vector position) makes sure it shoots from the center of where the weapon is pointing
                    //projectile.width - Sets it to the projectile's size of X in terms of pixels (16 pixels = 1 tile block)
                    //projectile.height - Sets it to the projectile's size of Y in terms of pixels
                    //Dust ID - I set it to a red color, but if you want a black ray, use 54
                    //both of the velocity's set to zero so it won't move around
                    // alpha - set to zero so color is vibrant for the dust
                    // default(Color) - set to its default color (does not change color)
                    // scale - set to 0.75 so the dust isn't humongous for the laser
                    Main.dust[num563].scale = (float)Main.rand.Next(70, 110) * 0.013f; /*Adjust left and right values to sizes you would like to see for your dust in Main.rand.Next(int LeftEnd, int RightEnd)
                    Main.dust[num563].velocity *= 0.2f; //sets the velocity of the dust to not move that much (not sure if you would need this or not)
                    Main.dust[num563].noGravity = true; //Makes sure it doesn't fall on the ground
                    //You can of course add more dusts to the code, but as I said about the for loop determining thickness, it may cause lag.
                }
            }
        }
        public override bool OnTileCollide(ref Vector2 velocityChange) //Bounce off walls
        {
            if (projectile.velocity.X != velocityChange.X)
            {
                projectile.velocity.X = -velocityChange.X;
            }
            if (projectile.velocity.Y != velocityChange.Y)
            {
                projectile.velocity.Y = -velocityChange.Y;
            }
            return false;
        }
    }
}
 
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