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#1 Lauri

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Posted 26 November 2006 - 01:17 AM

Finaly..... :p

Okay, as you probably read, I have the FX.... only now I have to fix it, and look like a nice fireworks fx. The "speed" fx that is, not the explosion here is my code

FXParticleSystem HobbitRocketFire
System
Priority = ALWAYS_RENDER
ParticleName = EXFire01.tga
Lifetime = 15 15
Size = 15 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:73 G:43 B:12 0
Color2 = R:0 G:0 B:0 15
End


Alpha = DefaultAlpha
Alpha1 = 1 1 0
End
Update = DefaultUpdate
SizeRate = -1 -1
SizeRateDamping = 1 1
AngleZ = -3 3
AngularRateZ = -0.1 -0.1
AngularDamping = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.7 0.75
End
EmissionVelocity = OrthoEmissionVelocity
X = -5 5
Y = -5 5
End
EmissionVolume = LineEmissionVolume
End
Draw = DefaultDraw
End
End[/code] and here is the shot
so far, I've made it smaler, and not so long, so the first part in the code is not as it's shown on the picture.
The thing is, I think it looks awesome as'is, but I can't have that So I would like to know what the other stuff in the code that I can edit, and knowing what does what. The thing I'd like to know first, is how I edit the length does it have something with DefaultDraw to do? if, how do I edit that? And do you know of something that might make my "fire" look like it should?

Also, I have another problem. I can't make a new weapon for it. I've tried making it like it should be, and I've tried copying the ballistas, and only changing the name and projectile, but it has the same error everytime.
Something about the AttackRange somewhere. It's not a gamedat error, but sortof. It doesn't say what's wrong, only that somethings wrong. I can't post a screen and codes if you need :)

Feel free to fix my above post ^_^

if you'd only knew.....

anyways, Here's my shot...

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#2 derumdieeckeguck

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Posted 26 November 2006 - 08:46 AM

You could change the "Lifetime",but I don´t think it only gets longer.It also gets "slower",you know.^^
You should also add a "Scorch",for looking like something burning,and change the texture to a better one-->Take a look at the BFME2-EXFire01.But I have no idea,why this error comes up...I had a kind of it when I coded the Mouth Of Sauron,and then I deleted all new codes,started the game,and then,step-by-step,added the MoS-Codes,and it worked fine... :p

P.S.: Your FX looks very good,but you could also make a green and blue fire,so it even looks more "fireworkly".^^

#3 cahik_

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Posted 26 November 2006 - 10:38 AM

first i have to tell that this is really nice FX Lauri :p

if you want to make the effect longer change this parameter

Lifetime = 15 15

it tells how long after spawing will particle stay here. it is in frames so 30 frames = 1 sec

this one tells how many particles will be spawn each time the lifetime expires.
BurstCount = 10 10

so you probably want to lowe this so the effect isnt so strong.

and you may want to add this one as well.

BurstDelay= 10 10

this mean that BurstCount of particles is spawn each time when this expires. once again time is in frames here.


for this particle i would suggest lifetime around 20 maybe 25 with burstcount from 1 to 5 and burst delay maybe 10 or 15. but i mainly depends on what exactly you need.

hope that help.

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#4 Lauri

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Posted 26 November 2006 - 02:15 PM

thanks cahik ;) helps alot! :p have to try it out soon ^_^ and the texture isn't really finished, I just made something fast, since it's not the main thing :p And I'll of course try experimenting now, and if I never get it working, I'll ask :)

and kida off topic, your "title available" should be "King of FX" or something :p

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#5 cahik_

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Posted 26 November 2006 - 08:44 PM

and kida off topic, your "title available" should be "King of FX" or something :p


i will think about it. guess i can use it when i am coding FXs for RA :thumbsupsmiley:

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#6 Nazgul Lord

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Posted 27 November 2006 - 07:42 PM

This ain't got nothin to do with the fx (which is awesome, by the way!), but remove the shooting anim; it's a rocket, it'll propel itself. You don't have ta make a custom anim, either: just use the idle anim in his firing animation, and attach your new particlesystems to the whatever bone the rocket is bound to in the launcher; this will represent the rocket being lit, and a moment later, it will launch itself from the launcher when the weapon fires.
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#7 Lauri

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Posted 27 November 2006 - 09:43 PM

hmm, this is acctually a good idea, only, I'll have to use the fire anims though, since they shoot the rocket :thumbsupsmiley: And I'll definatly try this out :)

QUICKY: but on the binding, I don't bind the "arms" to the bones their binded to now, or I might as well delete them..... I have some ideas, and I'll try them tomorrow.... lullaby goodnight fellas :thumbsupsmiley:

Edited by Lauri, 27 November 2006 - 09:44 PM.

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