smiley nick 51 Posted October 14, 2005 Not sure if this can be done, but the standard BIS bullet effect when it hits a object is a bit subject to say the least, is there anyway to change this?, or does anyone know the location of this effect, or would it be hard coded? Any replys would be great, thanks Share this post Link to post Share on other sites
.kju 3245 Posted October 14, 2005 i am not expert in this, but i think most things are hard coded. yet you can edit certain aspect. sorry for such vague informations  what you also can do is to add a script to a bullet/rocket and make your own additional effect  Share this post Link to post Share on other sites
smiley nick 51 Posted October 14, 2005 Hi Yeh the 2nd option you said about editing the effect might be the only option, but with the script trying to calculate each bullet and hit point could make it rather laggy. I was speaking to Neph, and she said it could be located in the main ofp cpp. So i need to have a look in there. Thanks for the reply Smiley Share this post Link to post Share on other sites
Thunderbird 0 Posted October 14, 2005 Not sure if this can be done, but the standard BIS bullet effect when it hits a object is a bit subject to say the least, is there anyway to change this?, or does anyone know the location of this effect, or would it be hard coded?Any replys would be great, thanks Hi, Yeah you can change a bunch of settings in the cfgcloudlets. and especially these following lines : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CraterDustSmall { access=3 cloudletAlpha="(0.25+random 0.35)"; cloudletColor[]={0.593000,0.570000,0.508000,"0.4+random 0.4"}; cloudletDuration="0.5+(random 1.5)"; cloudletAnimPeriod="0.5+random 1.5"; cloudletGrowUp="(0.25+random 1.75)"; cloudletFadeIn=0 cloudletFadeOut="0.25+random 0.25"; cloudletAccY="-0.25+random 2.5"; cloudletMinYSpeed="-1+random 5"; cloudletMaxYSpeed="14+random 10"; cloudletShape="cl_basic"; cloudletSize="2.5+(random 3)"; density="(0.22 + random 0.78)"; interval="(0.015+random 0.05)"; initYSpeed="1.5+random 0.75"; initT=0 deltaT=1000 class Table { class T0 { maxT=0 color[]={0.353000,0.320000,0.268000,0.250000}; }; class T1 { maxT=400 color[]={0.453000,0.420000,0.368000,0.150000}; }; class T2 { maxT=8000 color[]={0.493000,0.470000,0.408000,0.050000}; }; }; size="1.5+(random 2.75)"; sourceSize="0.5+random 0.25"; timeToLive="(0.75+random 1.75)"; }; Regards TB84 Share this post Link to post Share on other sites
smiley nick 51 Posted October 14, 2005 Many thanksd Thunderbird84, great help, and yourself Q. Time to have a play Smiley Share this post Link to post Share on other sites
orson 0 Posted October 15, 2005 try this perhaps .. the effect i am thinking of is a bit more movie style , when an auto fires the target area disapears in a cloud of dust well you can calculate the first bullets point of impact and then instead of trying to catch every one after that , maybe just catch every 10 or so .. and if enough rounds hit within the same given area it generates a dust cloud effect at that point . dunno .. i could throw ideas out all day and most would be utter cack Share this post Link to post Share on other sites
ori 0 Posted March 6, 2006 its possible they did in it in the war games mod Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted March 6, 2006 its possible they did in it in the war games mod yes but have you seen how laggy that can be in large fire fights Share this post Link to post Share on other sites