Flame Thrower help needed

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7th Es Cyborg
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Flame Thrower help needed

Post by 7th Es Cyborg »

this got buried in another posts so I'll quote it here. These are my main problems with the flame thrower still before I can release it. I've tried just about every script combination i can think of to get this to work
7th Es Cyborg wrote: There are still 2 main problems I'm trying to fix with the flame thrower:

1 - since it was based on the Bar - the flame starts above the barrel, just like the bullets are shot from above the barrel. (that's the reason you can shoot around a corner with your barrel in a wall - the bullet isn't spawned at the tip of the gun but rather about 16 units over the barrel above the trigger.

2 - I need to get the flame to incease in size. Since it is shooting out a model I've tried all types of min and max scale combos but nothing works
I'm probably overlooking something simple in my frustration to get this right.........
nuggets
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Post by nuggets »

if you use xxx_offset it'll reposition the start point on the flame

and

i presume your using the fire or explosion anims from MOH, so... (if not ignore this though it still might help)
edit the .tik file, you'll see all the .tga's it told to load, if you insert say 5 or 6 more times and get them to loop an extra cuople of times, then it'll extend the length it moves (if you put in movexxx however many units you need. :D
hope this helps, prob not cos it's all foreign 2 me :-/
7th Es Cyborg
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Posts: 189
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Location: PA
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Post by 7th Es Cyborg »

ooppp my bad - didn't explain the set up....

Code: Select all

	scale 0.15
	path models/fx/muzflash
	skelmodel mg42_sideflash.skd
	surface material1 shader fire_ring4
	surface material2 shader fire_ring4
It's side flash model that is being spawned with a flame tga shader on it. I'm not using any emmiters.
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