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FPSC Classic Product Chat / Shooting decals?

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the fps gamer
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Posted: 3rd Jan 2008 17:19
Mods feel free to move this since i dont know where to post.

I want to make a weapon which shoots decals for my game such as a fireball
How do i do that?

Thanks in advance

the fps gamer

-If it is cool then it is cool
TGPEG
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Location: Bristol, United Kingdom
Posted: 3rd Jan 2008 19:39
You should probably copy an existing one, and in the gunspec bit change the decal to point it at the fireball one, then replace the gun model/animations, and then the sound effects.

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the fps gamer
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Posted: 4th Jan 2008 14:17
I dont see a line say decal in the gunspec? where do i locate the line?

-If it is cool then it is cool
CoffeeGrunt
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Location: England
Posted: 4th Jan 2008 16:25
You can't fire decals, you just can't..........

I think TGPEG was reffering to projectiles, or Flak....

that should be in the gunspec somewhere.

Tutelage Systems
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Posted: 4th Jan 2008 16:50
Flame thrower using a decal

http://forum.thegamecreators.com/?m=forum_view&t=105450&b=24

Butterfingers didn't say exactly how he did it so i am not sure.
CoffeeGrunt
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Posted: 4th Jan 2008 16:52
Ahhh.....

that requires custom moddeling to make multiple firespot bones...

It doesn't actually fire decals, just makes a string of them..

Deathead
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Posted: 4th Jan 2008 17:06
Tutelage Systems: Its more simpler than it sound you need you just make a weapon which spawns loads of planes with a fire thingy on there.

the fps gamer
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Posted: 4th Jan 2008 19:05 Edited at: 4th Jan 2008 19:10
I actually work right now on a script which makes decal's/shoot's decals.

EDIT: Just found out that it could not be done but i will try again later

-If it is cool then it is cool
rolfy
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Posted: 4th Jan 2008 19:13 Edited at: 4th Jan 2008 19:27
Lets look a little closer at it.
1.Its not planes as butterfingers said it looks just as good from the side so it must be either boxes or spheres, assuming its flak.
2.As far as I know you cant have multiple firespots,you can have two certainly with dual wield.
3.Flak tends to have a wide range of damage so would injure both player and enemies if used at close range.

The best way to do this though is with flak, spheres or boxes with a transparent alpha channeled texture,the fireloop would have to be set pretty high in the gunspec with the lifespan set low in the flakspec so the flame didnt get too far from the muzzle.
Reload quantity would be infinite.
The odd thing is that in weapons that use flak such as the bazooka,the gunspec has a damage value of 100 and the flakspec has a damage value of 50,considering its the flak that does the damage I dont know why the gunspec has this value,but if you shoot at a nearby wall or the floor you will see that there is a large damage radius and personally I have found no way to reduce this.
You can set exponhit to 0 and use plyrdistwithin to inflict damage.

I have also been unable to change the explode decal in the flakspec even by changing exponfloor and expinair to other decals,seems to have no effect.

It may be that butters used a scaled up custom muzzleflash with a high fireloop to get that effect but I doubt it,it looks so much better than that.

Anyway if your looking to create a fireball flak is the way to go and you could even add a little spice to it using spin, weight, speed etc and the inability to change the explode decal on contact wont be an issue.


Tutelage Systems
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Posted: 4th Jan 2008 20:51
Quote: "Tutelage Systems: Its more simpler than it sound you need you just make a weapon which spawns loads of planes with a fire thingy on there."


When did I say it was easy? I was mainly stating something like it, or close to it had been done before.

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