Sbua 0 Posted March 31, 2005 I've downloaded the FDF mod recently, and thought some of the new FX it brings to OFP were pretty awesome, especially the after smoke of an explosion. It also gave me the idea of adding (a small amount) of smoke to bullet impacts. I also had saving private ryan in my mind at the time remembering how cool it looked when a load of smoke ejected from the bullet impact of anyone that was shot. So firstly, is it possible, and secondly if it's possible how would you go about doing it? Also, i've never modded before and i've only just started (a month ago) learning how to script and edit other peoples' scripts, so use relaltively simple terms please. and if anyone wants to have a go themselves, please, go ahead. Share this post Link to post Share on other sites
Gordy 0 Posted March 31, 2005 I've downloaded the FDF mod recently, and thought some of the new FX it brings to OFP were pretty awesome, especially the after smoke of an explosion. It also gave me the idea of adding (a small amount) of smoke to bullet impacts. I also had saving private ryan in my mind at the time remembering how cool it looked when a load of smoke ejected from the bullet impact of anyone that was shot. So firstly, is it possible, and secondly if it's possible how would you go about doing it? Also, i've never modded before and i've only just started (a month ago) learning how to script and edit other peoples' scripts, so use relaltively simple terms please. and if anyone wants to have a go themselves, please, go ahead. As I like the idea, imagine a 20 soldiers shoot out on auto mode. I just don't know how it would effect frame rate when generating such an amount of bullet impact. Share this post Link to post Share on other sites
Sbua 0 Posted March 31, 2005 Yeah, that would be a problem i imagine. Then if that would be the case, maybe just implementing it on human impacts. Share this post Link to post Share on other sites
Messiah 2 Posted April 2, 2005 you could always tie into the script how far the player was away from the shot guy, and make it work like a LOD system... if its too far away to be noticeable, then it wont make the smoke... unfortunatly this would fack up if the player was using a scope/bincos Share this post Link to post Share on other sites
majoris 10 Posted April 2, 2005 I've actually made that exact same modification to the OFP effects, but I changed it in my own custom config.cpp (replacement addons, effects, some other stuff). I played around with different things with some nice results. The best one was a large smoke burst like in Saving Private Ryan, and I changed it to red for a blood spray effect. Doubled with the ECP Blood Mod it was definately sexy. Let me know if you guys would want my config.cpp with these changes, or if you'd be willing to create a third party script with my effect settings. Share this post Link to post Share on other sites
-HUNTER- 1 Posted April 3, 2005 well I would like a screenshot but I would have interest in this thing for sure! Share this post Link to post Share on other sites
Nemesis6 0 Posted April 3, 2005 I'd like that config. Could be interesting, also... I'm curious! Share this post Link to post Share on other sites
@cero 0 Posted April 3, 2005 I supose that to save cpu usage it could be done random, so its not guarantied that every unit that gets shot will have this effect. But I got to be honest, I really like the sound of this. Regards. @CERO. Share this post Link to post Share on other sites
Sbua 0 Posted April 3, 2005 Yeah, i'd definatly like to take a look at that keystonegrunt. Share this post Link to post Share on other sites
Yssabem 0 Posted April 3, 2005 aye, me too, less ave a lookit! Share this post Link to post Share on other sites
majoris 10 Posted April 3, 2005 I've been tweaking some colors and smoke sizes, here's the best combination I came up with. Keep in mind, I was watching Saving Private Ryan while making this, and the smoke sizes in that movie are huge,, so I could always decrease it if need be... This guy got shot in the leg. You can see the blood spraying around it; I implemented the ECP Blood Mod into the script. I took your advice and I'm gonna make it all randomized... different sizes, smoke shapes, colors, blood particles, etc. Hopefully this will be a pretty solid effects script, keep me updated with ideas. Share this post Link to post Share on other sites
@cero 0 Posted April 5, 2005 Is there a way to know what calibre of amunition hit the unit, because there should be a big difference between hanguns and a big 50 for example. Looking good, I can't wayt to try it. Regards. @CERO. Share this post Link to post Share on other sites