Flare effect using emit-sfx
Moderator: Moderators
Flare effect using emit-sfx
Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
+1 on that.
Artillery muzzle brakes have most of the smoke shoot out from the sides, also the muzzle flames come out from there as well for the majority.
MLRS in WD would greatly benefit from this as well.
Definitly +1 on that.
I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).
I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
Artillery muzzle brakes have most of the smoke shoot out from the sides, also the muzzle flames come out from there as well for the majority.
MLRS in WD would greatly benefit from this as well.
Definitly +1 on that.
I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).
I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
Re: Flare effect using emit-sfx
It works,KDR_11k wrote:Most people probably know the pillar of smoke that is emitted when you unhide a part called flare. What I'd like is a feature to call that without resulting to that hackish way. Emit-sfx has enough unused values to accomodate that. Orientation should be taken from the piece, I don't want to aim it forward all the time. That way we could use it for e.g. rocket exhaust (fire backwards for launcher tubes, fire sidewards for vertical launch missiles).
VonGratz
I know, but Im talking about the "missed" bright flares that exactly follows the same principleBright? I'm talking about the smoke pillars, there isn't much brightness in those.
I also wish this...I'd also like to have costomized flares and something to manipulate the muzzleflash size (besides damage).
I would also like smaller muzzle flashes for infantry, the big huge muzzle flashes look like they are firing 7.62x51mm rounds from an MP-5 lol.
VonGratz
SVN has been updated so you can call an explosiongenerator via the emit-sfx command.
The explosion has to be defined in the unit tdf file under a section called SFXTypes. For an example you can put this in the unit file (under unitinfo):
Then call them via emit-sfx with the number 1024 + which explosion to generate ex: "emit-sfx 1024+0" to call the first one.
There is also some suport for fireing weapons via emit-sfx, emit-sfx 2048+n fires the n weapon of the unit from the specified piece. If the piece only have one vertex the weapon is detonated at that position instantly, if the piece have two vertices the weapon is fire at the direction they are pointing.
This probably have some sideeffects for some weapons though.
The explosion has to be defined in the unit tdf file under a section called SFXTypes. For an example you can put this in the unit file (under unitinfo):
Code: Select all
[SFXTypes]
{
explosiongenerator0=custom:EXPLOSION1;
explosiongenerator1=custom:EXPLOSION2;
}There is also some suport for fireing weapons via emit-sfx, emit-sfx 2048+n fires the n weapon of the unit from the specified piece. If the piece only have one vertex the weapon is detonated at that position instantly, if the piece have two vertices the weapon is fire at the direction they are pointing.
This probably have some sideeffects for some weapons though.
-
esteroth12
- Posts: 501
- Joined: 18 May 2006, 21:19
Binary: http://rattle.from-hell.net/spring/spring_build2268.rar
Don't forget to update the stuff which goes into the base dir...
Don't forget to update the stuff which goes into the base dir...
http://rattle.from-hell.net/spring/spring_build2274.rar
Latest changes and CBitmapMuzzleFlame is back in.
Latest changes and CBitmapMuzzleFlame is back in.
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esteroth12
- Posts: 501
- Joined: 18 May 2006, 21:19
how does spring figure out what direction to fire if the part has more than 2 verts?
e: also, can we have the ability to specify 2 points, and it will fire the weapon along the ray?
for example... or if it won't work with a hyphen, then
both where smoke1 and smoke2 are flares
e: also, can we have the ability to specify 2 points, and it will fire the weapon along the ray?
Code: Select all
emit-sfx 2048 from smoke1-smoke2;Code: Select all
emit-sfx 2048 from (smoke1, smoke2);