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Metalfreak
1 Jul 2011, 14:48
Hi all,
I got several problems:
1. Is there any fire effect that's big enough for the sheep strike explosion from WWP? IF not, how can I edit the particle?(link me to a thread or tut at least, if u don't mind)
2. I just tweaked a mine launcher, means a bazooka firing mines, but the problem is, that they are getting activated just when they're released, so is there a way to edit the file, so the mines only gon' explode when they reach a worm or, yeah, just the way it normally is???I ain't getting it for hours, I mean, when you plac'em randomly, they don't go off just after dropping either, do they?

Anyway I'd apprechiate any kinda help.

_Kilburn
1 Jul 2011, 17:26
For the mine launcher, did you set ArmingCourtesyTime to something reasonable? 2500 should be fine, it's the value the mine uses, it means that it will only start detecting nearby worms 2.5 seconds after being launched.

As for the fire effect, WXP_Bonfire is the first one that comes to mind, although it might not be big enough. You'll probably have to copy it and edit a few values, you don't really need a tutorial for that, just fiddle with the values until you get something that you like.

Metalfreak
1 Jul 2011, 17:33
A'ight thanks, the reason for asking this ,is that I wanna make a Sheep Strike like in WWP. But them damn sheeps ain't bouncin'. What's the fatboy got, that my sheeps ain't got?
And they ain't burnin' either, although I#ve added the PetrolBomb effect to the ArielFX line...
And yeah I've set a time of 2,5 seconds, but still the mine's goin off after launching it.

_Kilburn
2 Jul 2011, 09:31
Ah well, is there any way I can see your WeapTwk.xml file? You can use this (http://pastebin.com/), it's pretty useful for sharing code.

Sheep Strike has already been done... by me actually. Someone apparently made a video of every of my weapons, except the quality is terrible and they didn't bother giving me any credit, but it looks like this if you're curious: http://www.youtube.com/watch?v=wd8ckIc_lAw

The Fatkins Strike is really a special case, there's code behind it that makes it bounce and you can't change that behaviour or copy it, only that weapon is able to bounce like that. However you can simulate explosive bouncing using clusters.

For instance, if you take kWeaponBazooka and put kWeaponBazooka as its cluster, you'll have bazooka shells that explode into bazooka shells and so on. If you put only 1 bomblet, it will look like the shell is bouncing. If you put more than 1, your game is most likely going to crash after a few seconds because they never stop multiplying.
That solution will make your projectile bounce forever though. If you don't want that, you can always copy your projectile (do you actually know how to add new entries in a tweak file?) and use the copy as the original projectile's cluster. This way you can have a sheep that bounces only once before disappearing.

Metalfreak
2 Jul 2011, 14:43
Well, so you mean I only gotta paste "Sheep" in the bomblet line and it's done? Here's my WeapTwk (pastebin is getting maintenanced, no posting possible):33233

Err..so what I've done so far is changing the fatkins payload to da sheep payload and I've set da bomb amount to 5. I think this way da sheep look like in WWP, or is it gonna make my game crash? Anyway how could you add that fire trail effect to da sheep? No matter what effect I'm attachin', nuthin's showin' up ingame. And I still didn't get my mine launcher working. Maybe it's because that da time of 2,5 runs out before I've launched da mines...(cuz it's still chargin' first)

Besides: How did you get alll da weapons with unlimited ammo?Could you post a file ,dat allows me to hav'em too? I'd apprechiate dat.

_Kilburn
2 Jul 2011, 19:59
Erm, the file you posted... it looks like the original WeapTwk.xml. I don't see anything different.

Metalfreak
2 Jul 2011, 20:30
Oh yeah my bad, here it is:33234

_Kilburn
3 Jul 2011, 09:13
Ah come on now, it's still the original one.

Metalfreak
3 Jul 2011, 12:59
Sorry I dunno why it's always the original one I've checked it several times, but I guess the computer mixed the files up smehow, since they've got the same names. So hopefully dtas da right one now:33236