This topic contains 34 replies, has 0 voices, and was last updated by  jdog 11 years, 4 months ago.

  • Author
    Posts
  • #29380

    jdog
    Participant

    This will work great in the flame thrower weapons! (wonder where else I could use this?)

    #29381

    imported_gcamp
    Participant

    @bobirov wrote:

    Now what I want to know is, what are the odds of getting smoke/flame color added to the xml files? I could swear I remember seeing a variable in the code for color that is not exposed in the xml anywhere. I would like to be able to make green trails for my acid weapons, or red trails to simulate blood or something like that. 🙂

    Done.

    #29382

    imported_gcamp
    Participant

    @jdog wrote:

    This will work great in the flame thrower weapons! (wonder where else I could use this?)

    The WeaponRepeat with a short delay should work very well for this.

    #29383

    Bobirov
    Participant

    @gcamp wrote:

    Done.

    Sweet! 😀

    @gcamp wrote:

    The WeaponRepeat with a short delay should work very well for this.

    I converted a weapon or two to the new WeaponRepeat with delay method this weekend. Its soooo nice for those long WeaponMultis that have repetitive delayed code. All those situations where I release 2 or 3 projectiles but I wanted it to be one at a time but didn’t due to code length will never happen again. Thanks so much for adding that delay I requested in there, I love it. 🙂

    #29384

    Bobirov
    Participant

    Was poking around a bit and tryed adding the following code to Acid Blast to turn the trails green on the acid bomblets:

    	
    0
    1
    0


    0
    0.5
    0


    0
    1
    0


    0
    0.5
    0

    Didn’t seem to have any effect on the flame trail colors. They were still the default orange/red. Am I doing something wrong there like naming the color attributes wrong or something else? I didn’t get any error messages about unrecognised nodes or anything like that.

    I’ve commited the xml to the repository. Have a look at Acid Blast if you want to check it out.

    #29385

    imported_gcamp
    Participant
    #29386

    Deathstryker
    Participant

    What the hell? How did the “” make your text bold?

    That’s retarded

    #29387

    Irishbandit
    Participant

    Didnt but if you use with out the period it will It will be bold

    #29388

    Bobirov
    Participant

    Mmmm green. 🙂

    #29389

    DireWolf
    Participant

    That just looks hella cool!

    #29390

    jdog
    Participant

    I’m going to have to look at that code!!!! Ice missiles with icy trails,
    Rainbow Trails!! LOL
    H.I.A.H.B. may be even sweeter now.

    #29391

    .–.ShoCkwaVe.–.
    Participant

    @bobirov wrote:

    I would like to be able to make red trails to simulate blood or something like that. 🙂

    would this be for the cow model being thrown or something??

    …Cuz that would just be so *wrong* on so many levels… LOL

    MmmmmMOOO!!

    #29392

    BOY
    Participant

    @irishbandit wrote:

    Didnt but if you use with out the period it will It will be bold

    I think he realized that so he added the . so that it would NOT be bold 😛

    retarted? Hardly. COOL, I SAY!

    #29393

    BOY
    Participant

    I think perhps one more tag could be needed to create the proper effect of big takeoffs.

    the flame and smoke seem to emit from the projectile at a certain rate, indepened of the projectile speed and flame life. In order to make flames look right, the large flame and smoke will need to have a longer trail. flame life simple stretches the individual flame and smoke explosions over a long area creating a “puff puff” look. that is part of what makes the flamethrower look cool.

    however, unless a is added, a shuttle or large rocket takeoff will not look right. I realize this could greatly extend the graphics requirements, but hey, we want what looks good, right??

    #29394

    doom
    Participant

    bobirov! YOU HAVE GOT TO RELEASE THE UPDATED APOC!

Viewing 15 posts - 16 through 30 (of 36 total)

You must be logged in to reply to this topic.