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Making a Flame Weapon
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WingDingo
Medic


Joined: 28 Jun 2005
Location: USA

PostPosted: Thu Nov 08, 2007 10:09 pm    Post subject:  Making a Flame Weapon
Subject description: For a Flamethrower Infanrty
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Yeah, I tried cloning all entries that fall under the flame tanks weapon, and wanted to speed up how fast the stream actually moves. (As far as I know, flamethrowers in real life are not slow at all) But the new weapon didn't show up ingame and did no damage.

I guess what I'm trying to say is, can a new flame weapon that uses a stream, be independent from the one already in the game?

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Thu Nov 08, 2007 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought all you had to was was shorten the duration of the flame animation to get it to fire faster.Try coping the code again and only change the amount of frames the animation plays.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 08, 2007 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Animation has nothing to do with this.

And yes you can make a complete new Flamethrower. You have to clone the ParticleSystem and Parctile too.

The duration how long the unit fires the stream is defined in the ParticleSystem [FireStreamSys] with the tag Lifetime=. With Lifetime=1000 it fires for a very long time.

the speed, how fast each flame moves is defined in the Particle [FireStream] with the tag Velocity=.

The damage it does is defined here too, with the tag Damage (how obvious Wink )

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Nov 09, 2007 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well... Hmm... This is related in topic by someway but... It's possible to create chem sprayer?
Without creating animations... Just using particles and such

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 09, 2007 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

some researches about this took already place here
I couldn't get it work because the particle needs BehavesLike=Gas to mutate infantry to visceroids and to make it move towards the target it needs BehavesLike=Fire. To add both doesn't worked, so i didn't found a solution.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Nov 09, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
some researches about this took already place here
I couldn't get it work because the particle needs BehavesLike=Gas to mutate infantry to visceroids and to make it move towards the target it needs BehavesLike=Fire. To add both doesn't worked, so i didn't found a solution.

I didn't wanted that it mutates into visceroid... But eyah... I copied every code from you from there... It didn't work... It shows only one gas cloud and it disappears after one second... It goes only one range :S

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 09, 2007 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

BehavesLike=Fire is only a comment. Take it back in and remove BehavesLike=Gas.
Then it works, but only to the northern direction. Because the FLAMEALL anim has 8 different facings while the CLOUD2D only has one facing.
To make it visible on all facings, you have to create a new cloud anim following the structure of FLAMEALL.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Nov 09, 2007 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
BehavesLike=Fire is only a comment. Take it back in and remove BehavesLike=Gas.
Then it works, but only to the northern direction. Because the FLAMEALL anim has 8 different facings while the CLOUD2D only has one facing.
To make it visible on all facings, you have to create a new cloud anim following the structure of FLAMEALL.

And you're createdu're created? I want it then... Lol

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Fri Nov 09, 2007 6:56 pm    Post subject: cool Reply with quote  Mark this post and the followings unread

i like the look of it and when i tried to do it before it went strange so im going to try this

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