colonel_klink 0 Posted July 21, 2004 Ok a couple of people have asked me how to make aircraft that have both fuselage and wing gun ports appear to only fire either one but not all at once depending upon the weapons chosen. Rather than have to write an email or two I thought it easier to write a tutorial and post it on my site. Wing Guns Fuselage guns the tutorial also describes how to remove the standard OFP gun flash, gun smoke and tracer effects and replaces them with custom gun flash, gun smoke form each gun port, and cartridge ejection. Creating pseudo multiple gun flash effects for aircraft - Tutorial Share this post Link to post Share on other sites
Crowley 0 Posted July 21, 2004 Thanks a lot. I had been putting off figuring this out, now I don't have to worry about it, much. Share this post Link to post Share on other sites
FW200 0 Posted July 21, 2004 Thank you very much, I had already used such a method for my Hawk-75's but this tut has learned me some new things, for example I still had the kulomet gunsmoke ;) Thank you once again Mr. Klink Share this post Link to post Share on other sites
colonel_klink 0 Posted July 21, 2004 I'm glad that this has been helpful. Share this post Link to post Share on other sites
BraTTy 0 Posted July 21, 2004 Nice work Klink...a Ki-84 ? Where is this addon? Is that yours ? edit: I see its yours..apparantly a addon that is not released.Where is the part that you get rid of the gunflash? You must be referring to the muzzleflash rather than that bright light that emits from the kulomet when you fire.Do you know how to get rid of that? Share this post Link to post Share on other sites
colonel_klink 0 Posted July 21, 2004 Hey BraTTy yeah sorry it was the textured flash not the bright light. I've been trying to get rid of it, or  at least make it so a smaller one/s appear at the right places. Back to the drawing board on that one:) oh the Ki-84 was made so I had an adversary for the pt boat :0 Share this post Link to post Share on other sites
Footmunch 0 Posted July 22, 2004 Klink - Do you want to add some 'custom' gunsmoke like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Code Sample  _plane = (object selected from array passed from FiredEH) #Smoke ;Have to adjust the firing point relative to the speed of the plane _ypos = (speed _plane /100) - 1 ; One on the left _pos1 = [3.4, _ypos, -1.1] ; One on the right _pos2 = [-3.4, _ypos, -1.1] ;Colour array - white smoke that fades to 0 alpha _col = [[1,1,1,.4],[1,1,1,.7],[1,1,1,0]] ;Launch 15 cloudlet pairs _count = 15 #Loop ;Random lifetime _lifetime = .07 + (random 10 / 100) ;And velocity _vel = [10-random 20,10-random 20,10-random 20] ;Drop the smoke on the left - smoke grows from size 0.1 up to 1.6 then down to 0.5 again drop["cl_basic","","Billboard",1,_lifetime,_pos1,_vel,3,1,1,0,[.1,1.6,.5],_col,[0,.3,1],5,5,"","",_plane] drop["cl_basic","","Billboard",1,_lifetime,_pos2,_vel,3,1,1,0,[.1,1.6,.5],_col,[0,.3,1],5,5,"","",_plane] _count = _count -1 ?(_count > 0): goto "Loop" Basically, it just replicates the BIS gun smoke procedure, but spits out two streams. Also, the _pos vars could probably be replaced by the eject points in the tute. If you do find a way of turning out the lights, let us know, please. It's annoying the bejeebus out of me. Share this post Link to post Share on other sites
colonel_klink 0 Posted July 22, 2004 Thanks footmuch. Yeah the light bit is annoying me too Share this post Link to post Share on other sites
Marss911 0 Posted July 29, 2004 Klink is tha men :P Thnx for this tut pall! keep it coming Share this post Link to post Share on other sites