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Fire FX

Posted: Mon Jul 21, 2003 4:05 am
by GI Morpheus
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?

sprites

Posted: Mon Jul 21, 2003 7:29 am
by tltrude
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.

Fire FX

Posted: Tue Jul 22, 2003 12:00 pm
by GI Morpheus
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.

classname animate

Posted: Tue Jul 22, 2003 2:55 pm
by tltrude
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