Flamethrower
Moderator: Moderators
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Flamethrower
I've been searching the forums and have found nothing on this. I am trying to change the color of the flamethrower's fire. I've got the color I want I just can't find where to put it.
-
PieDude797
RE: Flamethrower
What color are you changing the fire to?
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Flamethrower
I don't think that's really important but it's going to be green.
-
somen00b
Method 1:
read this thread:
http://www.gametoast.com/index.php?name ... pic&t=5322
open the flamethrower effect (it may not look right but it should say flamethrower in the name) To change color, look under spawner or transformer and find the "color" page. spawner is the start color transformer is the color(s) it changes to. Also it has the alpha chanel.
Just mess with the settings untill you get it. It's trail and error basically.
save it under a new name in your side's effects folder.
Method 2:
If you have a new fire texture, copy the flamethrower effect and your new fire texture to your side's effects folder. Rename the flamethrower effect. Open it in notepad and search for the line "texture" and change name of the textures (I'd recommend just changing the first one) then save it.
Both: change the weapon(s)' ordinances using this texture so that the line
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
is replaced with
PlayEffectOnOwnerAimer = "your effect here"
Hope this helps!
read this thread:
http://www.gametoast.com/index.php?name ... pic&t=5322
open the flamethrower effect (it may not look right but it should say flamethrower in the name) To change color, look under spawner or transformer and find the "color" page. spawner is the start color transformer is the color(s) it changes to. Also it has the alpha chanel.
Just mess with the settings untill you get it. It's trail and error basically.
save it under a new name in your side's effects folder.
Method 2:
If you have a new fire texture, copy the flamethrower effect and your new fire texture to your side's effects folder. Rename the flamethrower effect. Open it in notepad and search for the line "texture" and change name of the textures (I'd recommend just changing the first one) then save it.
Both: change the weapon(s)' ordinances using this texture so that the line
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
is replaced with
PlayEffectOnOwnerAimer = "your effect here"
Hope this helps!
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
PieDude797
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
here's the ord odf in the common folder of my map's SIDE folder:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "45"
FirstRadius = "2.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "5" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "15" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "sorchflame"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
("sorchflame" is what I named the FX file)
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
ConeLength = "10"
ConeAngle = "45"
FirstRadius = "2.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "5" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "15" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "sorchflame"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
("sorchflame" is what I named the FX file)
-
somen00b
- General_Grievous_4
- Rebel Sergeant

- Posts: 214
- Joined: Sun Mar 26, 2006 10:07 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
