Mortar Hit????
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lol tom you rock m8!!!!
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http://www.shiftys-bunker.tk Under Construction
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http://www.shiftys-bunker.tk Under Construction
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
hi ,
all what said tom trude work for breakthrough also ?
i mean
or can someone help me for a new script for moh Breakthrough .........i dont know what entity is flush_gate so i dont know how to call my entity and wich tik file or animation use i m totally lost ........
thank you
it miss me this mortar effect + the puddle i dont know how to make it as in the movie here .....viewtopic.php?t=7272
My shader just make scroll the texture from left to right and form bottom to top .......i guess the one in the movie is better and texture too
all what said tom trude work for breakthrough also ?
i mean
Code: Select all
local.master = spawn ScriptMaster
local.master aliascache flush_gate
thank you
it miss me this mortar effect + the puddle i dont know how to make it as in the movie here .....viewtopic.php?t=7272
My shader just make scroll the texture from left to right and form bottom to top .......i guess the one in the movie is better and texture too
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
yes
Yes that will work, but it will always be used over the one in the pak0 file. If you have altered it, you should give it a new name, so it wont interfer with the original tik.
The local.master lines will not work in BT. To add new sounds to BT, you must make a new ubersound script, and rename it the same as your map. Flush_gate is just a name I made up for the alias.
The local.master lines will not work in BT. To add new sounds to BT, you must make a new ubersound script, and rename it the same as your map. Flush_gate is just a name I made up for the alias.
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
ok ty i tried with the original tik fx_mortar_water.tik and in game i vae a water explosion that raise up
and when i edited the fx_mortar_water.tik
and puted it in a folder models/animate
nothing happen , i just changed the angles to 270 instead 0 to make the explosion sideway but i dont know if it work like this ....
do i have to change the name of the tik from the orginal to make it work?
or more obvisouly wich parameters in the tik do i have to change to make it explode sideway ?
thanks for help ...........
and when i edited the fx_mortar_water.tik
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname effectentity
notsolid
rendereffects +dontdraw
}
client
{
cache spritely_water.spr
cache waterplume.spr
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
server
{
last commanddelay 1 anim idle
}
client
{
enter sound arty_exp_water
enter originspawn
(
count 1
model spritely_water.spr
offset 0 0 32 // image is 256 tall
life .5
scale .125 // z offset is image heigt * scale / 2
scalerate 16
randvel 0 0 512 // z vel is image height * scale * scalerate / 2
fadedelay .25
physicsrate every // simple velocity physics are cheap
)
enter originspawn
(
count 50
model waterplume.spr
offset crandom 60 crandom 60 0
angles 270 270 crandom 360
velocity 150
randvel crandom 40 crandom 40 random 800
clampvel -40 40 -40 40 -250 99999
avelocity 0 0 crandom 90
accel 0 0 -800
life 3 .5
scale 0.5
scalerate 1
fadedelay 1
)
enter originspawn
(
count 30
model waterplume.spr
offset crandom 20 crandom 20 0
offsetalongaxis random 100 0 0
angles 270 270 crandom 360
velocity 500
randvel crandom 50 crandom 50 random 1200
clampvel -60 60 -60 60 -350 99999
avelocity 0 0 crandom 90
accel 0 0 -1200
life 1.5 .4
scale 0.5
scalerate 0.5
fadedelay 1.2
)
}
}
}
/*QUAKED animate_fx_mortar-water (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Benson Russell - 9-27-2001 - mortar impact effect for water
*/
nothing happen , i just changed the angles to 270 instead 0 to make the explosion sideway but i dont know if it work like this ....
do i have to change the name of the tik from the orginal to make it work?
or more obvisouly wich parameters in the tik do i have to change to make it explode sideway ?
thanks for help ...........
flush
This works fairly well, but it could be better. I named it "gate_flush.tik" and put it in models/animate folder. It will show up on the animate > fx menu as "gateflush". You should make it a classname script_model in your map.
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname effectentity
notsolid
rendereffects +dontdraw
}
client
{
cache spritely_water.spr
cache waterplume.spr
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
server
{
last commanddelay 1 anim idle
}
client
{
enter sound grenade_exp_water
enter originspawn // big one
(
count 40
model waterplume.spr
offset crandom 60 0 0
//angles 270 0 0
color .9 .95 1 // light blue
velocity 150
//randvel crandom 256 0 0
randvel crandom 150 crandom 50 crandom 40
clampvel -250 99999 -40 40 -40 40
avelocity crandom 90 0 0
accel -800 0 0 // accelerate xyz
life 1 .5
scale 0.5
scalerate 1
fadedelay 1
)
enter originspawn // small one
(
count 40
model waterplume.spr
offset crandom 40 crandom 0 crandom 0
//offsetalongaxis 0 5 5
//angles 270 0 0
color .9 .95 1 // light blue
velocity 512
randvel crandom 80 crandom 20 crandom 20
clampvel -350 99999 -30 30 -30 30
avelocity crandom 90 0 0
accel -1000 0 0 // accelerate xyz
life 1 .4
scale 0.5
scalerate 0.5
fadedelay 1.2
)
}
}
}
/*QUAKED animate_fx_gateflush (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Stargate flush effect
*/
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
well, i tried this one and i have a sideway explosion somehow......i tried to make it better with other tiki file like emitters/fx_oceanspray.tik ,this tik is on the right angle but this is juts a spray i would like to make it like this
http://perso.wanadoo.fr/stargatesg-1/le_kawoosh.htm
tiki file

http://perso.wanadoo.fr/stargatesg-1/le_kawoosh.htm
try this
You could try using this for the model in one or both parts of the gate_flush.tik.
model vsssource.spr
It is normally used for smoke. Also the "randvel" lines seem to affects the shape of them the most.
The .spr is for "sprite", but a sprite is just a shader file and you can make your own. Here is the one for waterplume.spr that is found in the effects.shader file.
So, if you named it somthing like "gateplume", you could make a new image for "h2o_hit.tga". Then your model would be named "gateplume.spr" in the gate_flush tiki.
model vsssource.spr
It is normally used for smoke. Also the "randvel" lines seem to affects the shape of them the most.
The .spr is for "sprite", but a sprite is just a shader file and you can make your own. Here is the one for waterplume.spr that is found in the effects.shader file.
Code: Select all
waterplume
{
cull none
spriteGen parallel_oriented
{
clampmap textures/effects/h2o_hit.tga
blendfunc blend
alphaGen vertex
rgbGen vertex
}
}
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
nice
Nice, colors!! FPS is low! If you reduce the "count", it should go up. But it is only lasts a second or two.
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
Very Nice Kawoosh effect I'm very impressed, it does however look a little bit to long and thin...
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm

