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Difference between revisions of "User:Korrin/Pyro Guide"
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== Comments/Suggestions == | == Comments/Suggestions == | ||
− | I would love to hear your comments or | + | I would love to hear your comments or suggestions! Just put them in here |
* Awesome! Thank you so much Korrin!!!! | * Awesome! Thank you so much Korrin!!!! |
Latest revision as of 19:45, 13 August 2009
Most of what I have written here comes from Helpmaboab's Guides from Tale 2 and Tale 3. I never would have understood Pyro without them!
Mortar Interface
Please feel free to edit, add to or correct gross inaccuracies on this page
- Camera views - remember you can change your camera view to get a different look at your firework. The F7 view is probably the best one, but try a few out.
Step 1: Making a mortar.
- You will need: 10 firebricks
- Click on your avatar, select projects --> pyrotechnics --> build a mortar.
- A new fireworks mortar will appear, which will be your friend.
Step 2: The Mortar interface
The pyrotechnics interface can be a little daunting at first, but its really not that bad once you play a little. First, the simple part - click on the mortar and a series of options appear, most of which are self-evident
- Arm the Shell: Transfers stars, gunpowder and papyrus paper from your inventory into the mortar. Only those ingredients needed for the current design will be transferred. If you don't have enough of an ingredient, a pop-up window will appear which lists the total quantities required.
- Check Launch Costs: Tells you how much of each star, gunpowder and papyrus paper the current design requires
- Disarm (remove any armed materials): Does exactly what it says on the tin. Removes all materials from the mortar and returns them to your inventory.
- Edit Design: Where the fun begins! We'll come back to this shortly :)
- Fire the Shell: DO NOT USE THIS!!! This will fire the mortar, giving the neighbours a nice surprise and using up all your materials. Seriously. Don't do it. And don't give your mortar to a new player to play with without telling them this either! This option should only be used to fire the mortar at a contest. If you want to see how your design is progressing, use the 'Test Fire' option instead
- Pick up the Fireworks Mortar: You can probably work this one out yourself
- Test Fire: The business end - you'll be using this A LOT. Allows you to see what your mortar does, which is probably not what you thought it would do :)
Designing a Firework
or, what all that pitch and yaw stuff actually does
So, rather than talk about this, lets just do it.
You will need:
- 10 firebricks for a mortar (or reuse an old one)
- 2 firework stars
- 1 papyrus paper
- some gunpowder
First lets send a firework rocketing majestically to the sky. Drop your mortar to the ground (don't worry, it'll lie there till doomsday or until you pick it up), click on it, select 'Edit Design' and enter the following:
Stage | 0 | |
Flight Time | 3 sec | |
Rockets | 1 | |
Direction | Forward | |
Launch Speed | 99 ft/s | |
Launch Roll | 0 deg | |
Thrust Forward | 0 | |
Thrust Pitch Up | 0 | |
Thrust Yaw Right | 0 | |
Launch Reps | 0 | |
Launch Offset | 0 | |
Star | Flying Frog |
- Pretty much any star will do, Flying Frog is quite cheap and is available at any U Art.
- Now click 'Test Fire'. You should see your firework streaking into the sky. You didn't? Most common reason is that you forgot to select a star (if thats the case, selecting 'Check launch cost' will show 'Placeholder star' rather than a real star name.
- OK, all things going well, you should see your firework flying up in the sky and fading out after 3 seconds (because that is the flight time you set). So far so good, but you're not going to win any contests with it.
- Edit your design, and change the launch speed from 99 ft/sec to 66ft/sec. Test fire - what happens? You should see your star climb upwards, then fall straight down again. Gravity slows a firework down by 33ft/sec every second. So with this recipe, we fired the shell at a speed of 66 ft/s, after 1 second it was travelling upwards at 33 ft/s (=66-33), after 2 seconds it was stationary (33-33 = 0 ft/s), and after 3 seconds it was travelling downwards at 33 ft/s. Make sense? Lets try a two stage design then.
Your design should be like this now:
Stage | 0 | |
Flight Time | 3 sec | |
Rockets | 1 | |
Direction | Forward | |
Launch Speed | 66 ft/s | |
Launch Roll | 0 deg | |
Thrust Forward | 0 | |
Thrust Pitch Up | 0 | |
Thrust Yaw Right | 0 | |
Launch Reps | 0 | |
Launch Offset | 0 | |
Star | Flying Frog |
We're going to edit Stage 0 - change the flight time to 2 sec, leave everything else the same. This will give us a shell that fires straight up and stops after 2 seconds. Now click on 'Add Stage', and enter the following for Stage 1.
Stage | 0 | 1 | |
Launch From | 0 | ||
Flight Time | 2 sec | 2 sec | |
Rockets | 1 | 4 | |
Direction | Forward | Ring | |
Launch Speed | 66 ft/s | 33 ft/s | |
Launch Roll | 0 | 0 deg | |
Thrust Forward | 0 | 0 | |
Thrust Pitch Up | 0 | 0 | |
Thrust Yaw Right | 0 | 0 | |
Launch Reps | 0 | 0 | |
Launch Offset | 0 | 0 | |
Star | Flying Frog | Flying Frog |
Test fire and stand back! You should see the first star firing up, and four stars firing off of it and falling down to earth. The 'Ring' option sends stars shooting at 90 degrees to the direction of the first rocket - in this case, horizontally. But remember that ol' devil gravity? It's pulling the shells downwards at 33 ft/s, so if we want to keep the shell travelling horizontally, we have to pitch the shells up by -33 ft/s. (I won't explain here why it's -33 and not +33; try both and see what they do. Try it out - your design should now be:
Stage | 0 | 1 | |
Launch From | 0 | ||
Flight Time | 2 sec | 2 sec | |
Rockets | 1 | 4 | |
Direction | Forward | Ring | |
Launch Speed | 66 ft/s | 33 ft/s | |
Launch Roll | 0 deg | 0 | |
Thrust Forward | 0 | 0 | |
Thrust Pitch Up | 0 | -33 | |
Thrust Yaw Right | 0 | 0 | |
Launch Reps | 0 | 0 | |
Launch Offset | 0 | 0 | |
Star | Flying Frog | Flying Frog |
Try changing the amount of pitch you give it, and test fire to see what the effect is. The secret in pyro is to experiment -just tweak things a bit and see what happens. If you find something you like, take a note of the recipe - you might like to incorporate it in a firework later.
It's all a bit straight though. Put the pitch up back to -33, and increase the flight time to 10 secs. Now change the yaw right to 33 and test fire. Oooh, curves! Maybe it would look better if we used a different star though. Something with a nice long tail. What if we gave it some more pitch and some yaw too? Hey, whaddya know, you're designing a firework!
To build more complex fireworks, you can add more stages - and you can set them to fire from any previous stage. Take the design above and add another stage, like this:
Stage | 0 | 1 | 2 | |
Launch From | 0 | 1 | ||
Flight Time | 2 | 10 | 10 | |
Rockets | 1 | 4 | 4 | |
Direction | Forward | Ring | Ring | |
Launch Speed | 66 | 33 | 33 | |
Launch Roll | 0 deg | 0 | 0 | |
Thrust Forward | 0 | 0 | 0 | |
Thrust Pitch Up | 0 | -33 | -33 | |
Thrust Yaw Right | 0 | 33 | -33 | |
Launch Reps | 0 | 0 | 0 | |
Launch Offset | 0 | 0 | 0 | |
Star | Flying Frog | Flying Frog | Squat Canary |
Part 2 - Repetitions
OK, so we can thrust and yaw like a master - but I hear you ask, what are those launch reps about? A method for sending salesmen into space? Sadly not, but they can still be useful (the launch reps, not the salesmen).
Lets set up a three stage firework. Here's the recipe I've used. Don't worry if you don't have these stars, you can try it out with any stars: (FF = Flying Frog, SC = Squat Canary, ST = Silver Tail)
Stage | 0 | 1 | 2 | |
Launch From | 0 | 1 | ||
Flight Time | 1.9 | 5 | 5 | |
Rockets | 1 | 2 | 1 | |
Direction | Forward | Ring | Forward | |
Launch Speed | 66 | 10 | 0 | |
Launch Roll | 0 | 0 | 0 | |
Thrust Forward | 0 | 0 | -30 | |
Thrust Pitch Up | 0 | -33 | -33 | |
Thrust Yaw Right | 0 | 33 | 0 | |
Launch Reps | 1 | 1 | 1 | |
Launch Offset | 0 | 0 | 0 | |
Star | FF | SC | ST |
Quite dull, isn't it? Maybe it would look better if something more was going on.
- In Stage 2, change the 'Launch Reps' to 2 and test fire. Instead of firing off 1 Silver Tail at the end of the Squat Canary's flight, we now get a Silver Tail at the start and at the end of the stage 1 Flying Frogs flight.
- If you now change the launch reps to 3, you get a Silver Tail at the beginning and end of the stage 1 flight and one halfway through. See how it works?
- But maybe we'd like to stop the stage 2 stars from appearing at the start of the Squat Canary's flight. That's where the Launch Offset comes in.
- In stage 2, change the Launch Offset to 2 seconds and test fire. The stage 2 Silver Tail stars now don't appear until the Squat Canary has been flying for two seconds, and the three Silver Tail's in stage 2 now show up after 3,4 and 5 seconds of the SC's flight time.
- OK, lets use this to make a nice effect which is quite popular. We'll use the same basic set-up, but put a bit of glitz into it.
- First, lets put some more stars in stage 2. Increase the Launch reps to 10 and change the launch offset to 0. Go on, you know you want to test fire to check what it looks like!
- Now, lets make stage 1 a bit more interesting. How about we make the two arms curl upwards? Change the Thrust Pitch Up in stage 1 to 45, change the thrust forward to 30 and cut the flight time down to 2 seconds. The recipe should now look like this:
Stage | 0 | 1 | 2 | |
Launch From | 0 | 1 | ||
Flight Time | 1.9 | 2 | 5 | |
Rockets | 1 | 2 | 1 | |
Direction | Forward | Ring | Forward | |
Launch Speed | 66 | 10 | 0 | |
Launch Roll | 0 | 0 | 0 | |
Thrust Forward | 0 | 30 | -30 | |
Thrust Pitch Up | 0 | 45 | 0 | |
Thrust Yaw Right | 0 | 0 | 0 | |
Launch Reps | 1 | 1 | 10 | |
Launch Offset | 0 | 0 | 1 | |
Star | FF | SC | ST |
Tip: There were quite a few parameters changed here. Try changing one at a time and see what effect it has by test firing. You'll quite often find that changing one parameter means you have to tweak some others a little to get the effect you're looking for.
- We've got quite a nice necklace effect here. Lets do something more to spice up Stage 2.
- Change the flight time to 2, launch speed to 30, thrust forward to 0 and pitch up to 10.
- Finally, to give stage 2 more impact, change the launch offset to 1 and test fire to see what you've got.
- All you have to do now is name it. You do this in the 'Edit Design' window - scroll all the way to the right, and under the 'Test Fire' button you'll see an input box with 'Unnamed' written in it. Click in this box and type in your firework's name
- Now get experimenting and see what weird and wonderful effects you can get by changing some of the parameters!
Final Recipe should be:
Stage | 0 | 1 | 2 | |
Launch From | 0 | 1 | ||
Flight Time | 1.9 | 2 | 2 | |
Rockets | 1 | 2 | 1 | |
Direction | Forward | Ring | Forward | |
Launch Speed | 66 | 10 | 30 | |
Launch Roll | 0 | 0 | 0 | |
Thrust Forward | 0 | 30 | 0 | |
Thrust Pitch Up | 0 | 45 | 10 | |
Thrust Yaw Right | 0 | 0 | 0 | |
Launch Reps | 1 | 1 | 10 | |
Launch Offset | 0 | 0 | 1 | |
Star | FF | SC | ST |
EFFECTS
Feel free to add your own effects, or ask for an explanation of a particular effect. Maybe someone will show you how they did it.
The Simple Hovering Platform
- Often the first effect you will want to learn. The easiest way is to start at Stage 0 at some velocity (not thrust) mulitple of 33. Give the stage a duration of (the multiple in seconds). Base Stage 1 off of Stage 0, going forward (IE: UP), with an initial velocity of 0 and a Thrust Forward of 33.
The more complex hovering platform
- You can give Stage 0 any velocity and any thrust, and still get a hovering platform. Simply calculate where it stops, give it that duration, and base Stage 1 off of it as before. Where it stops is:
- 0 (units/second) = Initial Velocity + (thrust forward - gravity) x Time
- or the value you want... time = velocity / (thrust forward - gravity)
- It may be easier just to play around with it and get something close, then to try to work out the math.
How to hide stars - so they come from out of nowhere
- Use Poppers. They are nigh invisible against the night sky
- Use the Earth. Just because it looks solid, it doesn't mean it will stop a star in motion. Aim down if you like, make sure that it curves back up, and there you have it: a star appearing from the Earth. You might want to practice the effect from a high-level hovering star, to make sure your "surprises" are actually going to come back to light.
Floating Stars
- Just like you can counter gravity and have a star hover, you can have a star remain at much the same altitude, if you send it out parallel to the ground, and use "Thrust pitch up" to counter gravity. How do you get it parallel to the ground? Easy. From a shell going straight up, use a ring. (The ring is always at 90 degrees to the angle of travel.)
Comments/Suggestions
I would love to hear your comments or suggestions! Just put them in here
- Awesome! Thank you so much Korrin!!!!