Hmm. Got a new flamethrower effect going. Works great, looks wonderful. Only problem is, that now that I have a really great flamethrower particle-death event, I am reminded just how limited the current flamethrower effect code is
I'm more than half inclined to substantially rebuild the Knight for NanoBlobs with a faked-up s3o "flame", and have the animation really not match what is actually happening, so that I can have an effective illusion. There are lots of problems with this, though. Drat, now I want a custom projectile that I can apply growth curves and gravity to, lol... JC, you've created a monster
Ok, enough chitchat... here's some code for a nice, fast flamethrower FX. This really looks very nice IF you use a BALLISTIC projectile, because you get lots of overlap on the alpha, and the slow fade gives you a very, very sexy fire-glow that fades with time. I suppose it'd look nice if you used a lineofsight and then gave it a ridiculously high ROF, too, or expanded the effect by about 1.5-2X, but I'm not willing to up the Knight's ROF just to see a special effect work a bit better- I'd rather wait, and hope that the next version of Spring has customizable weapon particles (and hopefully sphere/cone projections, so that we can do properly-random things, but nevermind).
Code: Select all
[FLAMETHROWER_FX]
{
[heatcloud]
{
[properties]
{
heat = 15;
maxheat = 15;
heatFalloff = 1;
size = 3;
sizeGrowth = 0.5;
sizemod = 0;
sizemodmod = 0;
speed = 0, 2, 0;
pos = 0, 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[smoke]
{
[properties]
{
color = 0.1;
startSize = 1.5;
sizeExpansion = 0.5;
ageSpeed=0.03;
size = 5;
sizeGrowth = 0.5;
pos = 5 r-5, 5 r-5, 5 r-5;
speed=0, 2 r0.5, 0;
}
air=1;
water=1;
ground=1;
count=3;
}
[groundflash]
{
flashSize = 25;
flashAlpha = 0.8;
circleGrowth = 0;
circleAlpha = 0;
ttl = 30;
color = 1, 0.3, 0.2;
air=0;
ground=1;
water=1;
}
}
[/code]