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Flame thrower & Napalm Bomb


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#1 Remus

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Posted 01 December 2007 - 05:24 PM

Someone asked me to make this tutorial, showing how to make a flame thrower, and I'm also going to show how you can make a bomb that spawns fire particles on impact.

The Flame Thrower
------------------------

First you have to understand that this weapon uses the Tiberian Sun logic, with the fire particle stream

The fire stream is disabled in RA 2 and YR because there's no fire animation, so you can try what I did for my mod, use for the fire stream the "damage fire animation" FIRE02

The folowing code is from my mod Generals Mod, you will have to tweak the damage of the weapon to suit your mode.

[FlameThrower]
Damage=120
ROF=2
Range=8
Projectile=FlameP
Speed=100
Warhead=FLAMEWH
Report= FlameAttack (or whatever sound you want to use)
UseSparkParticles=yes
AttachedParticleSystem=FireStreamSys
Report=BuildingFireBig
Anim=INITFIRE

[FlameP] the projectile
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Cluster=4

[FLAMEWH]
CellSpread=2
PercentAtMax=0.5
Verses=200%,200%,200%,100%,50%,35%,100%,45%,10%,100%,100%
InfDeath=4
AnimList=INITFIRE
Particle=FireCloudSys ;this tells the warhead to spawn fire particles on the ground (optional)
ProneDamage=600%

And now the particles.

Fire Stream Particle system

[FireStreamSys] this particle system already exist, you'll just have to modify it.
HoldsWhat=FireStream
Spawns=yes
SpawnFrames=2
BehavesLike=Fire
Image=FIRE02
Lifetime=60 ; was 100


Fire Stream Particle

[FireStream] this particle type already exist, you'll just have to modify it.
Image=FIRE02
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=FireX
Damage=15
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=0
Translucent25State=0
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=50
Report=FLAMTNK1


Fire Particle warhead

[FireX]
CellSpread=1
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,0%,0%,0%,0%,0%,0%,0%,0% ;this is so it does ambient damage only to infantry
InfDeath=4
Sparky=no
Fire=no
Bright=true
ProneDamage=100%


Optional


the fire particle spawned on the grownd

"FireCloudSys" , has to be added to the particle systems list

[FireCloudSys]
HoldsWhat=FireCloud1
BehavesLike=Fire
Spawns=yes
SpawnFrames=1
SpawnRadius=5
Slowdown=.0025
ParticleCap=20;gs30
LightSize=21


"FireCloud1" and "FireCloudD1" have to be added to the particle types list.

[FireCloud1]
Image=FIRE01
MaxDC=60
MaxEC=500
Damage=50 ;gs
Warhead=Fire
StartFrame=0
EndStateAI=28
Translucency=0
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
Radius=10
NextParticle=FireCloudD1

[FireCloudD1]
Image=FIRE01
MaxDC=60
MaxEC=50
Damage=20
Warhead=Fire
StartFrame=0
EndStateAI=12
Translucency=0
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes


The Napalm Bomb
---------------------------------

The weapon is intended as a bomb dropped from an airplane, but you can use the warhead code for any weapon type you like.


[NapalmBomb]
Damage=180
ROF=20
Range=5
CellRangefinding=yes
Projectile=BomberBombP
Bright=yes
Speed=20
Warhead=FSWH
Report=KirovAttack

[BomberBombP]
Image=ZBOMB
Arm=10
Shadow=no
ROT=80

[FSWH]
CellSpread=4
PercentAtMax=.5
Wall=yes
Wood=yes
Sparky=no
Conventional=yes
Rocker=yes
Bright=true
CombatLightSize=1000%
Verses=200%,200%,200%,500%,400%,500%,50%,200%,5%,400%,200%
AnimList=CRIVEXP2 :whatever animation you want to use
Particle=InfernoCloudSys
InfDeath=6
Deform=30%
ProneDamage=50%

;Optional, this adds shrapnel to the warhead
DebrisAnims=DBRIS2LG
MaxDebris=4
MinDebris=2


Now the fire particles spawned on the ground

"InfernoCloudSys", has to be added to the particle systems list

[InfernoCloudSys]
HoldsWhat=InfernoCloud
BehavesLike=Smoke
Spawns=yes
SpawnFrames=10
SpawnRadius=10
SpawnCutoff=10.6
SpawnTranslucencyCutoff=10.3
Slowdown=.0025
ParticleCap=100
LightSize=21


"InfernoCloud", has to be added to the particle types list

[InfernoCloud]
Image=FIRE01
MaxDC=60
MaxEC=500
Damage=30 ;gs
Warhead=InfernoParticleWH
StartFrame=0
EndStateAI=28
Translucency=0
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
Radius=10

#2 Romanul

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Posted 01 December 2007 - 07:51 PM

nice work there Remus!

#3 OmegaBolt

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Posted 01 December 2007 - 08:46 PM

AG already did a flamer tutorial and the bomb can be made by anyone who can make a weapon, it's not rocket science stuff.

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#4 Remus

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Posted 01 December 2007 - 10:13 PM

AG already did a flamer tutorial and the bomb can be made by anyone who can make a weapon, it's not rocket science stuff.


I checked AG's tutorial before I posted this, and no, it's not the same thing. In AG's tutorial it's explained how to make a weapon that looks like a flame thrower without using the fire stream particles.

It's not be rocket science, but it might help someone who's new to modding.

#5 Kenji

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Posted 11 February 2008 - 05:26 PM

Your flamethrower is pretty bugged, the flames look in every direction a little bit different, on some directions it doesnt come out, fix this, I'm just a noob ;-)

#6 TX1138

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Posted 11 February 2008 - 09:16 PM

It's a known fact that the fire stream particles are bugged. That's why AG made his tutorial, to make sure that people don't use them.
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Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?


#7 Allied General

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Posted 12 February 2008 - 10:38 AM

main bug being unit can't get promoted and how hard it is to balanced the so random damage (i.e. its only good vs inf or horribly overpowered)

if you exist on using flame particles just convert ts flameall.shp from conquer.mix of tibsun

Edited by Allied General, 12 February 2008 - 10:44 AM.

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