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Blood Effect? [Solved]

Posted: Mon Nov 12, 2012 9:21 pm
by Bonecrusher16O
Ok, so I have a good new blood effect I have made (small so it keeps the game rated teen) but I cannot figure out the correct function to make the blood effect WORK when I shoot someone.

Is it
ImpactEffectSoft = ""
?
If not, can someone point me in the right direction to getting my blood effect to work?

Re: Blood Effect?

Posted: Tue Nov 13, 2012 12:51 am
by Marth8880
[color=#FF8000]art_guide.doc[/color] wrote:s – Soldier (soft) collision

v – Vehicle (rigid) collision

b – Building (static) collision

o – Ordnance (ordnance :^) collision

t – Terrain collision

f – Flag collison -used on flyers specifically for Space CTF to collide with the flag
So you're getting it right by using ImpactEffectSoft since soldiers are "soft". How exactly did you go about creating your blood effect? If you post a link to the .fx file I could take a look at it for you if you want and possibly fix anything that might be preventing it from working. ;)

Re: Blood Effect?

Posted: Tue Nov 13, 2012 10:28 pm
by Bonecrusher16O
Here
Hidden/Spoiler:
ParticleEmitter("DirtSprayHigh")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(0.5000, 0.5000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.2000,0.2000);
PositionY(0.3000,0.6000);
PositionZ(-0.2000,0.2000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(2.0000,5.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.5000);
Red(0, 202.0000, 202.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Accelerate(0.0000, -5.0000, 0.0000);
}
Size(0)
{
LifeTime(1.5000)
Scale(2.0000);
}
Color(0)
{
LifeTime(1.0000)
Reach(149.0000,114.0000,49.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
ParticleEmitter("DirtSprayLow")
{
MaxParticles(6.0000,6.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-0.2000,0.2000);
PositionY(0.1250,0.2000);
PositionZ(-0.2000,0.2000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(1.0000,1.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.5000);
Red(0, 202.0000, 202.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
Accelerate(0.0000, -2.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(50.0000,50.0000,50.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
ParticleEmitter("Smoke")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0200, 0.0500);
BurstCount(10.0000,10.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(0.2000,0.2000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2000,0.2000);
VelocityScale(0.2000,0.7000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.5000, 0.6250);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 64.0000, 64.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -180.0000, 180.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(1.5000)
}
Size(0)
{
LifeTime(1.5000)
Scale(3.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,-32.0000);
Next()
{
LifeTime(0.5000)
Move(0.0000,0.0000,0.0000,-32.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_smoke2");
}
}
}
}

Re: Blood Effect?

Posted: Wed Nov 14, 2012 2:10 am
by Marth8880
Hmm, the .fx file seems fine... Do you have the files listed in your ingame.req file? It should have this in it:

Code: Select all

ucft
{
    REQN
    {
        "texture"
        "com_sfx_dirt2"
        "com_sfx_smoke2"
    }
    
    REQN
    {
        "config"
        "your_fx_file_name"
    }
Alternatively, you could just shove the above textures and your .fx file in one of your sides' effects folders.

Re: Blood Effect?

Posted: Thu Nov 15, 2012 4:28 pm
by Bonecrusher16O
It works, thanks :maulsaber: