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Re: Double pistol odf
Posted: Wed Sep 29, 2010 6:53 am
by THEWULFMAN
If you could do this it would be great!
it could use some kind of very small flashy exp thing too, to mimick a muzzle flash, it might even loo better than the default muzzle flasah
Re: Double pistol odf
Posted: Wed Sep 29, 2010 6:13 pm
by Fiodis
Alright;
I'm using the trail effect to jimmy in a muzzleflash effect by adding an emitter that only plays once; however, this emitter travels forward with the bolt. In other words, when I fire then the proper emitters play, but the effect moves forward along with the bolt on the z-axis. At the moment I'm trying to compensate for this by moving the entire effect backwards along the z-axis, but it looks sloppy and I have limited success. This was one of the problems I encountered the first time I tried to do this.
Kinetos made some rocket launcher launch effects in a similar way, by adding offset one-particle emitters to the trail effect. I tried to download them to have a look at them, but the link is broken. So I want to ask, did it work with rockets because rockets travel more slowly than bolts? Or did he do something other than simply move the emitters backwards along the z-axis?
Re: Double pistol odf
Posted: Wed Sep 29, 2010 8:06 pm
by Ace_Azzameen_5
I'm somewhat new to the particle editor but throughout the tree I have noticed many settings named 'inherited velocity'. Try putting them all at 0. IRRC there is also master Inherited Velocity setting up on the emmiters or options part of the file tab thing. I will check later when I can if I remember

Re: Double pistol odf
Posted: Thu Sep 30, 2010 4:03 pm
by Fiodis
Hmm. That master inherited velocity you mentioned is indeed there, and set on zero by default. Whenever I try to change anything in that master options list, however, the changes never save, and revert to the default when I reopen the effect.
EDIT - Nope, problem fixed, but certainly not the way I expected. Work continuing well.
EDIT 2 - Again another problem. This one I'm pretty sure is unfixable. The effect plays from bone_head, the same place the bolt originates, unlike the normal muzzleflash, which plays from the hp_fire. This means that no matter how I position it in PE, since the bone_head will always have a different orientation than hp_fire, I can never get it to properly line up.
Re: Double pistol odf
Posted: Thu Oct 07, 2010 2:54 pm
by THEWULFMAN
Hey, guys i just thougth of something, instead of trying to have it as a trail effect, try it here
Code: Select all
MuzzleFlash = "no_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
[color=#FFFF00]Discharge = "small_smoke_effect" here![/color]
that way you dont have to try to compensate for foward momentum.
Re: Double pistol odf
Posted: Thu Oct 07, 2010 3:13 pm
by Fiodis
That doesn't work for infantry, I assume it's depricated code. I tried utilizing MuzzleFlashEffect, which I grabbed off of Fred's site, but that plays from the head, like the trail effect. Pity.
Re: Double pistol odf
Posted: Thu Oct 07, 2010 3:30 pm
by THEWULFMAN
diet something or another