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Flamethrower

Posted: Sun Nov 05, 2006 5:19 pm
by General_Grievous_4
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.

RE: Flamethrower

Posted: Sun Nov 05, 2006 5:35 pm
by PieDude797
What color are you changing the fire to?

RE: Flamethrower

Posted: Sun Nov 05, 2006 5:42 pm
by General_Grievous_4
I don't think that's really important but it's going to be green.

Posted: Sun Nov 05, 2006 5:50 pm
by 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! :D

Posted: Sun Nov 05, 2006 6:21 pm
by General_Grievous_4
I think I've found the FX file but where is the texture for fire?

Posted: Sun Nov 05, 2006 6:25 pm
by PieDude797
No i know that the color wasn't important, i just wanted to know. Green flames = coooooooool

Posted: Sun Nov 05, 2006 6:43 pm
by somen00b
search=ctrl+f

Posted: Sun Nov 05, 2006 8:18 pm
by General_Grievous_4
Uhhhh. This is actually pretty funny looking but...

Image

The flames simply appeared on top of his head; what did I do wrong?

Posted: Sun Nov 05, 2006 8:28 pm
by PieDude797
Lol, he's got a fire ball for a head!

Posted: Sun Nov 05, 2006 8:35 pm
by General_Grievous_4
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)

Posted: Sun Nov 05, 2006 9:47 pm
by somen00b
The odf looks fine+that is a problem with the effect

If you used method2, Did you get the wrong effect or change something that you shouldn't? Please post you .fx file and the name of the texture

Posted: Fri Nov 10, 2006 1:18 am
by General_Grievous_4
You were right Somenoob I had the FX file of the Tusken campfire lol. Thanks for your help.

PWNED

Image