Jerome please help us!
;bleeding_blood_set
effect bleeding_blood
{
type particle
{
texture battlefield/blood/bloodOil_1.tga
sprite_origin 0.15, 0.15
sprite_size 0.7, 0.7
size_range 2, 2.5
age_range 1.0, 1.5
grow_range1, 1 ;1, 2
vel_range 1,1
fade_time 1
die_size 4, 12
colour 186, 30, 69 ; R G B
alpha_max 100 ; 150 maximum alpha value
spin_rate 0, 0 ;0, 0 clockwise/counterclockwise
acceleration 0,2.0,0 ; 0,-6.0, 0
emitter cone
{
density 1; how many particles per second
emitter_falloff_dist 100 ; 400 distance in meters to reduce
emitter_falloff_bias .8 ;
angle 85 ;15 angle of cone in degrees
}
}
}
effect bleeding_blood_spray_1
{
type particle
{
texture battlefield/blood/blood_particle_2.tga
sprite_origin 0.15, 0.15
sprite_size 0.7, 0.7
size_range .5,2.5
age_range 0, .5
grow_range .2, 1.4
vel_range 0.5, 1.0
fade_time 1 ;
die_size 4, 6
colour 186,30,69
alpha_max 100 ; maximum alpha value
spin_rate 0, 0
acceleration 0,-3.0,0
emitter cone
{
density 12.5// ; how many particles per second
emitter_falloff_dist 50 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5 ;
angle 15 ; angle of cone in degrees
}
}
}
effect bleeding_blood_spray_4
{
type particle
{
texture battlefield/blood/blood5.tga
sprite_origin 0.15, 0.15
sprite_size 0.7, 0.7
size_range .5,4
age_range 0,4
grow_range .2, 1.1
vel_range 0.5, 1.0
fade_time 1
die_size 4, 5
colour 186,30,69
alpha_max 80 ; maximum alpha value
spin_rate 0, 0
acceleration 0,.1,0
emitter cone
{
density 1.5// ; how many particles per second
emitter_falloff_dist 30 ; distance in meters to reduce emission over
emitter_falloff_bias 0.7 ;
angle 15 ; angle of cone in degrees
}
}
}
effect_set bleeding_blood_set
{
lod 1000
{
bleeding_blood
bleeding_blood_spray_1
bleeding_blood_spray_4
}
}
Here is the problem. This effect_set can only be called if I
1. Create a New projectile and add a line for end_effect.
2. Replace with and or add an end_effect to exsisting Projectiles.
3. Replace an Exsisting defined effect_set.
We can have all the blood we want only if it is a projectile or it replaces
and exsisting say flaming_man_effect.
I see a reference for a interaction_effect_edit_dialog. My assumption is that this is how the effect_set are linked to the particular exsisting effects.
If CA could help and possible shine some light on if there is a placeor file I can define these effects to take place during melee.. for Example
descr_damage.txt
damage piercing
effect my_custom_blood_hit_effect
end_effect my_custom_blood_death_hit_set
CA please![]()
Dagoster
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