Fire FX
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- GI Morpheus
- Corporal
- Posts: 28
- Joined: Mon Jun 30, 2003 1:27 am
Fire FX
Ok, I want to create a fire effect like the engine fire on the "models/vehicles/opeltruck_d.tik" that burns continuously. I was hoping to use the "models/emitters/firescreen.tik", but the duration is only about 7 seconds. I can't figure out how their doing it in the "opeltruck_d.tik". Their using something called "tagemitter tag_barrel sparks1a" but I don't see anything that has to do with duration or looping. It's not the "life" variable. Any ideas, or has someone already done this?
- GI Morpheus
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"Most of these people are not ready to be unplugged..."
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"Most of these people are not ready to be unplugged..."
sprites
They are using sprites to spawn two smoke emitter and one fire emitter. You can do the same thing using a fx/fire/good emitter. Give it an angle of -1 to make the smoke go up.
- GI Morpheus
- Corporal
- Posts: 28
- Joined: Mon Jun 30, 2003 1:27 am
Fire FX
Tom,
It's not so much the use of the FX, as the duration it lasts. I am able to use say the "firescreen" FX, but I can't get it to last more than about 7 seconds.
It's not so much the use of the FX, as the duration it lasts. I am able to use say the "firescreen" FX, but I can't get it to last more than about 7 seconds.
- GI Morpheus
-------------------------
"Most of these people are not ready to be unplugged..."
-------------------------
"Most of these people are not ready to be unplugged..."
classname animate
I think it is probably "classname animate" that makes it go on forever. But, creating a new animation tik can be tricky. You should just try to find a fire and smoke entity that is already in the game--like firegood.
Something else that may work is to use this in the script:
$mytruckfire loopanim start
Where "mytruckfire" is the targetname of the fire entity in the map. I have no idea if that will work or not. Normally it is just:
$mytruckfire anim start // or stop
Something else that may work is to use this in the script:
$mytruckfire loopanim start
Where "mytruckfire" is the targetname of the fire entity in the map. I have no idea if that will work or not. Normally it is just:
$mytruckfire anim start // or stop
