View topic - Request for Trail smoke effect for CEG



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PostPosted: 04 Jan 2011, 21:05 
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Joined: 01 Apr 2010, 20:05
you all know what i mean
yes of course it is fakeable with operators and spawners etc
but it would either look to ugly or to use too much resource

see default explosion generator

i think how it may look like maybe adding some few duplicates one is the ,,master" and the other is the ,,slave"
like 2 Textures one for the trail and one for the uh trail spawner or how you name it


Like the dirt chunks followed with smoke that i mean
it would be pretty neat if you could add support for it


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PostPosted: 05 Jan 2011, 06:23 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
wait, what is wrong with the emit-sfx version via unit script?


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PostPosted: 05 Jan 2011, 09:00 
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Joined: 01 Apr 2010, 20:05
well i mean one for Weapons
and if you fake it with weapon pieces you cant really controll it and i am asking if it would be possible that CEG gets the possible to do it
and not exclusive for default explosion generator


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PostPosted: 05 Jan 2011, 12:06 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
look in gundam or evo


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PostPosted: 05 Jan 2011, 12:48 
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and where should i look on gundam?

and just that i am making clear i mean for explosion projectiles that makes boom not for bos/cob thingy


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PostPosted: 05 Jan 2011, 17:50 
Content Developer
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Joined: 13 Jan 2005, 00:46
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do want an effect or a PARTICLE TEXTURE?


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PostPosted: 05 Jan 2011, 18:02 
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Location: cheap kitchen
Quote:
you all know what i mean
no :shock:
you want a particle effect to follow a projectile?
That is possible using the CegTag="myeffect" tag for a weapon.


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PostPosted: 05 Jan 2011, 18:05 
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Joined: 01 Apr 2010, 20:05
well
Image

Which is exclusive to default effect generator and therefor i ask an request to make it for custom explosion generator be avaible to

and if possible also affectedbywind tag wich would be good also.
I am aware that you can fake it with Operators but this is not what i am looking for because it is trendedous to be ugly or resource eating

it could maybe look like something this

MasterParticle=X; you can use that variable only on its own effect and like [ParticleA]
{ ...} and not outside because of conflict
spawnrate=X(in second); how often should the particle be spawned

@Knorke: oh i think i expressed my self wrongly i mean for Explosion caused by projectiles not cegtag


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PostPosted: 05 Jan 2011, 23:14 
Content Developer
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please stop using that image hosting site, it's popups are annoying.


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PostPosted: 05 Jan 2011, 23:29 
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smoth wrote:
please stop using that image hosting site, it's popups are annoying.


sorry but i would do that earlier if i got told earlier in the futurue i will use bayimg


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PostPosted: 06 Jan 2011, 19:58 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
use imagebam or imageshack.


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