can someone tell me whats wrong with thsi explosion? been back and forth and cant figure it out... this is for a 'leader' round class. hopefull itll make it look as though its still emitting the rockets flames before it explodes...
the thing hits and sticks but explosion deosnt do any of the effects
UPDATE: effect now emits the flame and smoke, unfortunately they do not take emitVariance/velocity into account, is it possible to make the flames and smoke emit in a direction? also what is wrong with the sparks and hullxpl part?
// ==============================
// STICKY VEHICLE HIT AND EMITTER
// ==============================
[ExplosionClass]
classLabel = "explosion"
particleTypes = 4
particleClass1 = "xstickhull.sparks"
particleCount1 = 7
particleVeloc1 = "5.0 5.0 5.0"
particleBias1 = "0.0 1.0 0.0"
particleClass2 = "xstickhull.hullxpl"
particleCount2 = 1
particleVeloc2 = "0.0 0.0 0.0"
particleBias2 = "0.0 0.0 0.0"
particleClass3 = "xstickhull.flameemit"
particleCount3 = 1
particleVeloc3 = "0.0 0.0 0.0"
particleClass4 = "xstickhull.smokeemit"
particleCount4 = 1
particleVeloc4 = "0.0 0.0 0.0"
explSound = ""
damageRadius = 0
damageValue(N) = 0
damageValue(L) = 0
damageValue(H) = 0
damageValue(S) = 0
damageValue(D) = 0
damageValue(A) = 0
[Sparks]
simulateBase = "sim_ember"
lifeTime = 1.0
renderBase = "draw_twirl"
textureName = "rspa04.tga"
textureBlend = "one one modulate"
startColor = "255 255 0 255"
finishColor = "255 0 0 0"
startRadius = 0.05
finishRadius = 0.01
animateTime = 1.0
rotationRate = 20.0
[Hullxpl]
simulateBase = "sim_null"
lifeTime = 0.2
renderBase = "draw_twirl"
textureName = "bulhit.tga"
textureBlend = "one one modulate"
startColor = "255 255 63 255"
finishColor = "255 0 0 0"
startRadius = 0.05
finishRadius = 0.5
animateTime = 0.2
[flameemit]
simulateBase = "sim_null"
lifeTime = 3.5
renderBase = "draw_emit"
emitName = "xstickhull.flame"
emitDelay = 0.002
emitVelocity = "0.0 0.0 0.0"
emitVariance = "3.0 3.0 2.0"
emitInherit = "1.0 1.0 1.0"
emitLife = 0.1
[flame]
simulateBase = "sim_smoke"
lifeTime = 0.1
renderBase = "draw_twirl_trail"
textureName = "rsmo05.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
middleColor = "0 128 255 165"
finishColor = "0 0 255 50"
startRadius = 0.4
finishRadius = 0.3
animateTime = 0.1
[smokeemit]
simulateBase = "sim_null"
lifeTime = 3.5
renderBase = "draw_emit"
emitName = "xstickhull.smoke"
emitDelay = 0.1
emitVelocity = "6.0 8.0 0.0"
emitVariance = "2.0 2.0 1.5"
emitInherit = "1.0 1.0 1.0"
emitLife = 1.0
[smoke]
simulateBase = "sim_smoke"
lifeTime = 1.0
renderBase = "draw_twirl_trail"
textureName = "rsmo05.tga"
textureBlend = "one one modulate"
startColor = "0 0 128 128"
finishColor = "0 0 128 0"
startRadius = 0.2
finishRadius = 0.4
animateTime = 1.0
Ooo, one for me :P
Anywho, to get the weapon effects to easily keep playing, you gotta add the following to the ordnance file:
[OrdnanceClass]
RestoreFxSavegame = false
RestoreFxLockstep = true
RestoreFxVisual = false
That should keep the effects playing, works on my EMP Cannon.
As to the second thing, that first fix should in turn, fix that. If it doesnt, try some higher values on the emitVariance, it may just be that the particles are too big to be noticed moving in a small direction.
That is for if your making a leader round that sticks, yes.
If that's a normal intended explosion file, wich is what it looks like, that u want to keep playing? uum. The life time should control it, but it will stay in one place if emitted from an anchor explosion.
Kinda hard to tell exactly what ur trying to do from first post :-/
okay ill re-phrase it...
you know the blue grenades on HALO? when you throw them and they stick to the target, they continue 'emitting' that blue/white flame even when stuck to the target.
at the moment, the leader round sticks to the target but doesnt continue to emit its flames. therefore i thought id try and recreate this by using the vehicle hit explosion to emit the flames instead of the rocket.
the above explosion is a 'hack' if you like to make it look as though the rocket is still emitting its flame when stuck to the vehicle.
thats the only way i can think of getting that effect to work, unless there is a way to keep the leader round emitting its effect when stuck to an object.
Quote from: TheJamsh on August 17, 2008, 01:09:53 PM
thats the only way i can think of getting that effect to work, unless there is a way to keep the leader round emitting its effect when stuck to an object.
Did you read my post or was that supposed to be phrased in the pasttense...
ah i did but wasnt sure if you understood, ill give it a shot
EDIT. Yay it works =]. now what i need to do is make it emit outwards like a flame, looks proper nice =]
FURTHER EDIT: are there any other classes that can be set to 'stick'? like grenades for example?
Hmmm There's a hack way to do it with a splinter....
make a splinter turn into a weaponmine that shoots a "VERY" short bullet that sticks. That way, you would be throwing a grenade, and IF you landed CLOSE enough to a target, it would "stick" to it.
damn good idea...
Meh, Weapons is what I do.