Posted by: zzc - Friday, March 16, 2018 1:17:08 AM
Object FlamethrowerProjectileStreamUpgraded2 ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXfthrowerStreamUpgraded.tga Width = 1.5 TileFactor = 3.0 ; put the texture on the line segment this many times ScrollRate = 2.0; scroll the texture offset this fast MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End

Posted by: CommieDog - Wednesday, March 21, 2018 4:08:52 AM
If I had to guess, I'd say that your new flamethrower's projectiles have an extended lifetime (which is why they hit the target) but the projectile's particle systems don't (causing it to disappear prematurely). If this is the case, then the solution is to add new particle effects to DragonTankFlameProjectileUpgraded2's BoneFXUpdate module to cover the new case that your new flamethrower's projectiles might be beyond the original projectile's intended range. Give that a try.

Posted by: zzc - Wednesday, March 21, 2018 11:43:22 PM
OK so I gave it a fuel lifetime of 0, which means infinite. It still cuts out 3/4ths the distance. How to find more flame effects? I am a total newbie at modelling.