Thanks
flaming debris
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- small_sumo
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flaming debris
How can I make flaming debris for my exploder. Well to be more precise I want an exploder chunk that is flaming and smoking. A smoke trail similar to a bazooka shell.
Thanks

Thanks
- small_sumo
- Lieutenant General
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- Joined: Mon Jul 01, 2002 4:17 pm
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I think the easiest way is to give your exploderchunks an arbitrary key / value pointing to the fx to use, for example (key - value):
$fire - fx/fire.tik
Then in your script e.g. use this:
Oh and fx_firesmoke may be a good fx to use 
$fire - fx/fire.tik
Then in your script e.g. use this:
Code: Select all
explode local.set:
for(local.i = 1; local.i <= $exploderchunk.size; local.i++)
{
local.chunk = $exploderchunk[local.i]
if(local.chunk.set == local.set)
{
if(local.chunk.fire != NIL)
{
local.chunk.fx = spawn local.chunk.fire
local.chunk.fx glue local.chunk
local.chunk.fx anim start
local.chunk.fx thread removeatdeath local.chunk
}
}
}
exec global/exploder.scr::explode local.set
end
removeatdeath local.dier:
while(local.dier)
waitframe
if(self)
self remove
end
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
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One object
With Jv-map's setup, you have to add the following key/value to the exploderchunks you want to burn (to each chunk entity in your map).
Key: $fire
Value: models/emitters/fire.tik // use the model you want
Then you would replace this line in your script:
exec global/exploder.scr::explode 1
with this line:
thread explode 1
Of course, his thread has to be in your script. I tried it and it works great with "models/emitters/fireandsmoke.tik", but the smoke is not dense enough, and the fire was not glued to the center of the chunk at all angles. You need to find the right model for it.
By the way, if you just want all the chunks to flame, you can put this line in prespawn:
local.chunk.fire = "models/emitters/fire.tik" //use whatever model you want
and then you don't have to put the key/value for each chunk in the map.
Key: $fire
Value: models/emitters/fire.tik // use the model you want
Then you would replace this line in your script:
exec global/exploder.scr::explode 1
with this line:
thread explode 1
Of course, his thread has to be in your script. I tried it and it works great with "models/emitters/fireandsmoke.tik", but the smoke is not dense enough, and the fire was not glued to the center of the chunk at all angles. You need to find the right model for it.
By the way, if you just want all the chunks to flame, you can put this line in prespawn:
local.chunk.fire = "models/emitters/fire.tik" //use whatever model you want
and then you don't have to put the key/value for each chunk in the map.
Last edited by tltrude on Thu Oct 09, 2003 5:16 am, edited 3 times in total.
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
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