Napalm .xml edit

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PostPosted: Wed Mar 23, 2005 8:03 am 
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Thanks very much!!!

I'll tinker around with the flamelife and smokelife attributes and maybe we can have a NAPALM ONLY room... any ideas for the replacement missle?


Apollo


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PostPosted: Wed Mar 23, 2005 8:11 am 
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Apollo Tangent wrote:
Thanks very much!!!

I'll tinker around with the flamelife and smokelife attributes and maybe we can have a NAPALM ONLY room... any ideas for the replacement missle?


Apollo


What would a Napalm projectile look like. If you can explain it to me I might be able to make one. It wouldn't take long.
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PostPosted: Wed Mar 23, 2005 9:23 am 
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a napalm projectile... well it wouldn't be, because it's from a flamethrower. so just a mini ball of fire...



Okay I have done some tinkering... and made some of the flames more bright red in nature.

See Screens and zip file for flames....

flame folder is zipped and attached.

Also the portion of .xml markup tags.



BURN UNIT MOD (testing phase) is in my next post as well as in the MODS section of the forums




<icon>hnapalm.bmp</icon>
<bundlesize>2</bundlesize>
<cost>20000</cost>
<activationsound>shoot/small.wav</activationsound>
<model type='MilkShape'>napalm/napalm.txt</model>
<accessoryaction type='WeaponProjectile'>
<flamelife>80</flamelife>
<smokelife>78</smokelife>

<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
<collisionaction type='WeaponNapalm'>
<napalmtime>8.0</napalmtime>
<napalmheight>2.0</napalmheight>
<steptime>0.1</steptime>
<hurtsteptime>2.0</hurtsteptime>
<hurtpersecond>2.0</hurtpersecond>






(BACK YOUR Original FILES UP PLEASE)


I'm thinking maybe a new room can be opened called "The Burn Unit"...


Apollo


Attachments:
File comment: flames folder .zip
flame.zip [80.34 KiB]
Downloaded 47 times
File comment: redflames2
flames2.gif
flames2.gif [ 82.12 KiB | Viewed 1112 times ]
File comment: redflames1
redflames1.gif
redflames1.gif [ 25.71 KiB | Viewed 1112 times ]


Last edited by Apollo Tangent on Wed Mar 23, 2005 10:25 am, edited 2 times in total.
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PostPosted: Wed Mar 23, 2005 9:28 am 
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Now I'm wondering if there is a positive gravity effect that can be applied so the flames sink rather than rise in their arc after the shot...

Also... If I open a mod room... and put the napalm in the morning wav file in.... can it be downloaded with the data/.xml file just like the special weapons in other mods?


Apollo


Attachments:
File comment: Please back up your original files FIRST... mmm k bok bok
burn-unit-mod.zip [86.15 KiB]
Downloaded 58 times
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PostPosted: Wed Mar 23, 2005 9:01 pm 
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Quote:
Now I'm wondering if there is a positive gravity effect that can be applied so the flames sink rather than rise in their arc after the shot...


That would be nice. Not sure how to do it though.

As for the projectile, I'll see what I can do.
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