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tutorial : improved flamethrower
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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jul 31, 2005 3:39 pm    Post subject:  tutorial : improved flamethrower Reply with quote  Mark this post and the followings unread

in this tutorial we'll be making an arcing flamethrower with improved graphics

oh yeah i didn't feel like explaining ALL things so i propse you do this tutorial once you know how weapons and animations work

[FireballLauncher]
Damage=10
ROF=80
Burst=4
Range=5.5
Projectile=Fireball
Speed=40
Warhead=FireBurst
Report=FLAMTNK1
Bright=yes ; what can i say it's a tag that an be applied in many cases

[Fireball]
Image=FIREBALL
Arcing=true
Inaccurate=yes ; to produce a spreading effect for the flames
Bouncy=yes; so it doesn't always end up exactly on-target
Elasticity=0.0 ; you can of course set this to 0.3 for the flames moving on

; flamethrower WH
[FireBurst]
Spread=64
Wood=yes
Tiberium=yes
Verses=600%,148%,80%,40%,20%
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=100%

25=FireBurst

well that's the end of Rules.ini editing

up to art.ini

the entry for the projectile Image :

[FIREBALL]; it's a non-existing shp making the projectile insibile
Trailer=FLAMETRAILER ; the flames themselves....W00T

add this somewhere between the animations :

[FLAMETRAILER]
Damage=2
Warhead=FireBurst
Normalized=yes
Translucent=yes

add the flame image to the desired ecache mix

i provided the one i used for convenience




flametrailer.shp
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 Filename:  flametrailer.shp
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Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jul 31, 2005 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats a brilliant flame effect and also a realistic logic to go with it.Very nice work.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jul 31, 2005 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow that is a good looking flame #Tongue

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Mon Aug 01, 2005 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

VERY nice work! Although is there anyway to make it bright without being THAT bright? Besides from that amazing effect! Smile

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Aug 01, 2005 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually I was thinking to implement the same logic in TO, but in my case I wanted a bouncing projectile...

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Aug 01, 2005 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

then you have a template now Laughing

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Aug 01, 2005 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

הצדק עימך!

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Mon Aug 01, 2005 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

??? English pls. Not all of us are russians.
@Judeau: Cool. It's great.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Aug 01, 2005 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Вот русский, а там был иврит...


Is it so hard to tell russian from hebrew???

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VW x frt
Stealth Laser Trooper


Joined: 19 Jul 2005
Location: Denmark

PostPosted: Mon Aug 01, 2005 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's good! Very Happy

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People... i need help for TS Flying Blood.. add me at msn if u wan't to help

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Tue Aug 02, 2005 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Jah wrote:
Вот русский, а там был иврит...


Is it so hard to tell russian from hebrew???

Laughing

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Aug 02, 2005 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool devils tongue gains promotion

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Oct 04, 2005 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

ok i tried this out .
I put the shp into a ecache02.mix...and a modified version of rules.ini into a expand.mix.i even gave the weapon to the MMCH..just to get right to seeing the changes..but nothing happened.is the game not reading the modded rules ini..or am i missing something more??
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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Oct 05, 2005 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

you seem to have forgotten editing ART.ini

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Oct 08, 2005 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Embarassed Ahhhh thanks.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Oct 08, 2005 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jon wrote:
Embarassed Ahhhh thanks.


hehe np

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TwinkyBong
Vehicle Driver


Joined: 01 Jan 2021

PostPosted: Mon Jan 04, 2021 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Any idea in how to make this in Red Alert 2?

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Jan 04, 2021 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's the same, just DON'T use sparky=yes, that always crahsess the game. Copy a RA2 warhead

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TwinkyBong
Vehicle Driver


Joined: 01 Jan 2021

PostPosted: Mon Jan 04, 2021 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
It's the same, just DON'T use sparky=yes, that always crahsess the game. Copy a RA2 warhead

Thank you!

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