Thanks, guys. But no, trainmaster, I haven't played around with the Particle Editor yet. I hope to eventually. I've done a little NotePad editing, but mainly I'm just swapping around the asset effects. See below for a problem I'm having.
Here's where I'm at so far with the weapon ordanances. I'm going mainly for yellows and oranges, since in my mind they seem to fit.
Side Arm:
Carbine:
Rocket Launcher (adios Droideka!):
Kashyyyk Long Gun:
Slugthrower:
Still Adjusting. Will Update.
Disruptor:
I'm trying to use the Bothan disintegration effects for the disruptor. The impact effect, as seen above, works fine. But killed units die normally instead of properly fading away.
Here's the ord file:
Code: Select all
[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_yellow"
LaserGlowColor = "200 190 100 100"
LightColor = "250 240 200 150"
LightRadius = "6.0"
LaserLength = "10.0"
LaserWidth = "0.3"
GlowLength = "12"
BlurLength = "15"
LifeSpan = "1.0"
Velocity = "250.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "400.0"
DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "125 125 250 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "150 150 250 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
VehicleScale = "1.0"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
ExplosionName = "rkt_wok_weap_disruptor_exp"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_incinerate_ord"
SmolderEffectTimer = 1.5
SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_r_forearm"
//SmolderEffect = "com_sfx_inf_damage_disintergrate"
//SmolderBone = "bone_ribcage"
SmolderVanishDeath = "1"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
And the exp odf:
Code: Select all
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
//WaterEffect = "com_sfx_watersplash_md"
Effect = "com_sfx_weap_incinerate_ord_exp"
//Effect = "com_sfx_weap_emp_exp_lg"
WaterEffect = "com_sfx_watersplash_lg"
Push = "5.0"
PushRadiusInner = "2.0"
PushRadiusOuter = "4.0"
Damage = "500.0"
DamageRadiusInner = "1.0"
DamageRadiusOuter = "3.0"
Shake = "0.25"
ShakeLength = "0.50"
ShakeRadiusInner = "3.0"
ShakeRadiusOuter = "6.0"
LightColor = "250 240 150 150"
LightRadius = "10.0"
LightDuration = "1.0"
VehicleScale = "1.0"
ShieldScale = "0.1"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_incinerate_ord"
SmolderEffectTimer = 1.5
SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_l_forearm"
SmolderEffect = "com_sfx_inf_damage_disintergrate"
SmolderBone = "bone_r_forearm"
//SmolderEffect = "com_sfx_inf_damage_disintergrate"
//SmolderBone = "bone_ribcage"
SmolderVanishDeath = "1"
SoundProperty = "com_inf_disintegrate"
I added the "SmolderVanishDeath" code to both the ord and the exp, hoping one of them would make it happen. But no luck. Any ideas for how to make it work?