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Offline Gameanater  
#21 Posted : Monday, August 25, 2014 6:28:30 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
They look normal on my computer. :P


Musta been something to do with downloading...
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Offline precision_bomber  
#22 Posted : Tuesday, August 26, 2014 5:03:23 AM(UTC)
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Try adding a PrimaryDamageRadius to your weapon.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
thanks 1 user thanked precision_bomber for this useful post.
Gameanater on 8/26/2014(UTC)
Offline klingondragon  
#23 Posted : Tuesday, August 26, 2014 5:07:47 AM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
They look normal on my computer. :P


look fine on mine too
Offline Annihilationzh  
#24 Posted : Tuesday, August 26, 2014 6:10:09 AM(UTC)
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precision_bomber has now solved both the main problems in the OP.

Originally Posted by: Gameanater Go to Quoted Post
The dummy tracer object comes out of the Combine Soldier's feet, however.

Originally Posted by: precision_bomber Go to Quoted Post
Put this under in DefaultConditionState
Code:

WeaponLaunchBone = PRIMARY Muzzle


Originally Posted by: Gameanater Go to Quoted Post
Not only this, but after adding the projectile and tracer to the weapon, it no longer does any damage.

Originally Posted by: precision_bomber Go to Quoted Post
Try adding a PrimaryDamageRadius to your weapon.


So I'm curious, are you going to use your existing code with the fixes or the new suggestions?

Edited by user Tuesday, August 26, 2014 6:12:23 AM(UTC)  | Reason: Not specified

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline Gameanater  
#25 Posted : Tuesday, August 26, 2014 7:42:48 PM(UTC)
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I'll try that! Thank you!

-- Bomber

(What does OP stand for in this case?)


Well, for the Combine Soldier I'm using the new weapon and tweaking it slightly. Mainly 'cause of the new tracer effects. Smile

I'd still like to get my existing weapon functional, though.

There's a new problem: I'd like to have the regular bullet tracers in ADDITION to the new green-blue-ish Pulse-tracers. I don't know how to do this, though... Do I make a new effect?


Also, not totally necessary, but I would like to have the blue laser firing flash coming from the gun's muzzle, but without the laser SOUND... Dunno how to do that.

I think there was something else but I forgot. Irked

-- AZH

Edited by user Tuesday, August 26, 2014 7:44:15 PM(UTC)  | Reason: Not specified

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Offline precision_bomber  
#26 Posted : Tuesday, August 26, 2014 9:21:56 PM(UTC)
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Add to the weapon.
Code:

FireFX                  = WeaponFX_GenericMachineGunFire


Unless you wanna make me go through custom FXLists too.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
thanks 1 user thanked precision_bomber for this useful post.
Gameanater on 8/28/2014(UTC)
Offline Gameanater  
#27 Posted : Thursday, August 28, 2014 5:22:51 PM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post
Add to the weapon.
Code:

FireFX                  = WeaponFX_GenericMachineGunFire


Unless you wanna make me go through custom FXLists too.


Well, I added that but that also added back spent casing being ejected from the weapon.

BUT, I found WeaponFX_GenericMachineGunFire in FXList.ini, copied it, and made my own firing FX for Pulse-based bullet stuffs.

Code:

FXList WeaponFX_GenericPulseWeaponFire
  LightPulse 
    Color = R:100 G:240 B:255 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 200
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ;ParticleSystem 
  ;  Name = FallingShells
  ;  OrientToObject = Yes
  ;  Offset = X:0.0 Y:0.0 Z:0.0
  ;End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:100 G:240 B:255
    Speed = 600
    Probability = 0.5
  End
End


(I've yet to figure out what LightPulse does, though.)

Now I have a very nice blue-ish tracer in addition to the awesome green stuff you made. Big Smile

There's only one problem so far (other then my own new FX not being 100% finished, but I can get that done on my own). Your tracer is a bit too... Floaty. The blue tracer goes perfectly straight at the target while the green tracer floats in a curved path to the target. Is there any way I can change this so it goes as straight as the blue tracer?
File Attachment(s):
sshot200.bmp (3,601kb) downloaded 18 time(s).
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Offline Gameanater  
#28 Posted : Friday, August 29, 2014 6:11:08 PM(UTC)
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Hello?
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Offline UTD^Force  
#29 Posted : Friday, August 29, 2014 7:49:49 PM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Hello?


Big Smile .

I didn't read your post, kinda lazy xD, kidding. Wait until precision bomber comes back online, He's the particle systems expert :D
But I think that I know that why if you add the laser tracer you already added, it starts far away, maybe, and juat maybe the launch bone is actually far away so it shows the bullet better, so if you can try to modify the place of the launch bone with Gmax, or make it be the bone as FireFXBone...

Edited by user Friday, August 29, 2014 7:52:34 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#30 Posted : Saturday, August 30, 2014 12:42:15 PM(UTC)
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I don't have Gmax. :(

I also had a hard time reading that sentence for some reason.. lol

He came on but I don't think he saw this
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Offline precision_bomber  
#31 Posted : Sunday, August 31, 2014 12:44:39 AM(UTC)
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Quote:

He's the particle systems expert :D

No.

It archs like that because I based it off GenericTankShell.

This behavior here:
Code:

Behavior = DumbProjectileBehavior ModuleTag_04 
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End


You can replace this MissileAIUpdate.
With the cost of it having "SMALL_MISSILE" KindOf. (?)

Or. You can base the projectile off Spectre Gunship Shells.

Edited by user Sunday, August 31, 2014 12:49:52 AM(UTC)  | Reason: Not specified

Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
thanks 2 users thanked precision_bomber for this useful post.
Gameanater on 8/31/2014(UTC), CommieDog on 8/31/2014(UTC)
Offline Gameanater  
#32 Posted : Sunday, August 31, 2014 3:51:19 PM(UTC)
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Well, I replaced the behavior with what you said to and now it's working perfectly! Thank you so much! Big Smile
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