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Offline mr_hymn_  
#1 Posted : Friday, March 24, 2017 5:14:52 AM(UTC)
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When the unit have no projectile object. They use FX to draw the small line represent the bullet trace moving toward targets. So right now If I wish to make those weapon glow? I tried so many ways but game was crashes or popup technical difficulties screen.

I tried to use laser from other object like laser tank but because many units in this game doesn't have laser bone so the laser itself always drawn from infantry foot and middle of the tank hull when shooting. Also the laser was drawn in a straight line from host to target.

At the end I am surely out of idea so I made a red, blue, green thicker tracer instead but still look so weird and I need to find the way to make it glow or gradient or whatsoever to make it look like a star way laser beam.

I am really have no idea what to do right now. Any help would be really appreciated.
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Offline Zatsupachi  
#2 Posted : Friday, March 24, 2017 10:56:43 AM(UTC)
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Besides making the bullets "projectiles" so that you have a glowing particle effect to trail them,
you can probably make a ParticleSystem for its WeaponFX that ejects itself forward. However, you will not able to determine the range of the weapon since the ParticleSystem will eject the particle by the speed you defined it with.

Laser weapons don't have to be attached to bone with the word 'laser' on it.

Try putting the Laser Crusader's weapon on the rangers and just name the LaserBoneName "MUZZLE".
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 3 users thanked Zatsupachi for this useful post.
mr_hymn_ on 3/24/2017(UTC), CommieDog on 3/25/2017(UTC), Gameanater on 3/31/2017(UTC)
Offline mr_hymn_  
#3 Posted : Friday, March 24, 2017 1:19:03 PM(UTC)
mr_hymn_
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Originally Posted by: Zatsupachi Go to Quoted Post
Besides making the bullets "projectiles" so that you have a glowing particle effect to trail them,
you can probably make a ParticleSystem for its WeaponFX that ejects itself forward. However, you will not able to determine the range of the weapon since the ParticleSystem will eject the particle by the speed you defined it with.

Laser weapons don't have to be attached to bone with the word 'laser' on it.

Try putting the Laser Crusader's weapon on the rangers and just name the LaserBoneName "MUZZLE".


I am thinking the same as you and I tried that before but laser still shooting from their boots I think I might missing something else. I might need to put something else more than just MUZZLE though.

The particle I tried before sadly it doesn't went in a straight line I mean it's like a rocket and a tank that bullet will simply land on the ground when near the target which pretty weirdo.

I made a tank that shoot EMP cannon ball. I made the object that cloned from EMP but doesn't have any EMP characteristic. It look awesome but not for infantry :(
Offline Zatsupachi  
#4 Posted : Friday, March 24, 2017 1:38:51 PM(UTC)
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It's MUZZLE01. <- Attach the laser to this bone.

If the weapon has a projectile(and is copied from shell-based weapons), you can just give it a high WeaponSpeed(400~500 speed will do), then have this on the DumbProjectileBehavior.

Code:

  Behavior = DumbProjectileBehavior ModuleTag_04
    DetonateCallsKill = Yes
    FirstPercentIndent = 100%
    SecondPercentIndent = 100%
    FlightPathAdjustDistPerSecond = 9999
  End


If the projectile's code is based off a missile, just give it like 0 turn speed.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 2 users thanked Zatsupachi for this useful post.
mr_hymn_ on 3/24/2017(UTC), CommieDog on 3/25/2017(UTC)
Offline mr_hymn_  
#5 Posted : Friday, March 24, 2017 11:04:16 PM(UTC)
mr_hymn_
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Originally Posted by: Zatsupachi Go to Quoted Post
It's MUZZLE01. <- Attach the laser to this bone.

If the weapon has a projectile(and is copied from shell-based weapons), you can just give it a high WeaponSpeed(400~500 speed will do), then have this on the DumbProjectileBehavior.

Code:

  Behavior = DumbProjectileBehavior ModuleTag_04
    DetonateCallsKill = Yes
    FirstPercentIndent = 100%
    SecondPercentIndent = 100%
    FlightPathAdjustDistPerSecond = 9999
  End


If the projectile's code is based off a missile, just give it like 0 turn speed.


Thx. One more question please if you know where to locate the weapon texture like. EXLaser4.tga EXSineWave.tga Because I can't find it beside of UI Interface cameo.
Offline mr_hymn_  
#6 Posted : Saturday, March 25, 2017 2:04:59 AM(UTC)
mr_hymn_
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Posts: 410
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Location: Bangkok

Thanks: 63 times
Was thanked: 145 time(s) in 127 post(s)
Originally Posted by: Zatsupachi Go to Quoted Post
It's MUZZLE01. <- Attach the laser to this bone.

If the weapon has a projectile(and is copied from shell-based weapons), you can just give it a high WeaponSpeed(400~500 speed will do), then have this on the DumbProjectileBehavior.

Code:

  Behavior = DumbProjectileBehavior ModuleTag_04
    DetonateCallsKill = Yes
    FirstPercentIndent = 100%
    SecondPercentIndent = 100%
    FlightPathAdjustDistPerSecond = 9999
  End


If the projectile's code is based off a missile, just give it like 0 turn speed.


I tried. It works... Thx and do you know how to make it shot functionality?


;---------------------------------------------------------------------------
Object InfantryLaserBeam
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXNoise02.tga
NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 0.006 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:100 ;The inside color of the laser (hot)
OuterBeamWidth = 20 ;The total width of beam
OuterColor = R:255 G:0 B:0 A:0 ;The outside color of the laser (cool)
Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+)
Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio
TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 500 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End


KindOf = IMMOBILE
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
ClientUpdate = LaserUpdate ModuleTag_07
MuzzleParticleSystem = PaladinPointDefenseLaserFlare
TargetParticleSystem = GenericRedLaserFlare
PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through
End

Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 205 ; min lifetime in msec
MaxLifetime = 205 ; max lifetime in msec
End
End
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