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BIS Bullet effect (Puff of smoke)

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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 smile_o.gif

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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  huh.gif

what you also can do is to add a script to a bullet/rocket and make your own additional effect  wink_o.gif

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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 smile_o.gif

Smiley

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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 smile_o.gif

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

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Many thanksd Thunderbird84, great help, and yourself Q. Time to have a play biggrin_o.gif

Smiley

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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 whistle.gif

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its possible smile_o.gif they did in it in the war games mod smile_o.gif

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