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Request particle FX here.


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#76 Failure

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Posted 26 June 2010 - 18:47

Well Ion if you don't mind, I can help you with this thread :P

#77 Ion Cannon!

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Posted 28 June 2010 - 17:10

View PostFailure, on 26 Jun 2010, 19:47, said:

Well Ion if you don't mind, I can help you with this thread :P


Go ahead, i'm to busy to work on this at the moment.
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#78 Failure

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Posted 28 June 2010 - 17:23

Allright, so if anyone would like to request particle, please do so.

#79 R3ven

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Posted 28 June 2010 - 21:21

Can I have an edited napalm stream for the dragon tank? This might be a little different than most particle but check the WeaponObjects.ini entry for DragonTankFlameProjectileUpgraded and DragonTankFlameProjectile and you'll know what I mean. It isn't done with an fxlist, just particles.

Sorry if this is a lot to ask :S

#80 Failure

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Posted 28 June 2010 - 21:37

But how do you want it to be edited? :P

#81 R3ven

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Posted 28 June 2010 - 21:40

Yeah, there are twelve particles to go with it(6 for each stream, 6 for normal napalm and 6 for black napalm) :read:

The module you should look for is called BoneFXUpdate in both :P

Thanks if you can do it :dope:

#82 Failure

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Posted 28 June 2010 - 21:42

I do realize, but what do you want me to change in it?
You told me to edit them, but you haven't told me how you want them to look like :P

Edited by Failure, 28 June 2010 - 21:43.


#83 R3ven

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Posted 28 June 2010 - 22:43

I dunno, better is really vague. Like maybe make the stream look more together instead of the puffs it fires out normally.

Sorry if its really vague, but its hard to describe somethings for me xD

#84 Failure

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Posted 29 June 2010 - 10:07

Allright I'll see what I can do :D



Is it fine?

Edited by Failure, 29 June 2010 - 12:01.


#85 Whitey

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Posted 29 June 2010 - 15:15

Does the flame correspond with the distance it is firing? Or does it always shoot out that far?

#86 Failure

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Posted 29 June 2010 - 16:02

I think it corresponds, but only to certain distance. This happened on the default fire too I think, however this one is a little bit longer ( only the spray at the end )
I of course, will resize it if Huhnu wants.

Edited by Failure, 29 June 2010 - 16:04.


#87 R3ven

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Posted 29 June 2010 - 16:46

No, its great, I love it! Thanks so much Failure, I kept trying but I couldn't get anything that looked good. Thanks so much :D

#88 Failure

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Posted 29 June 2010 - 16:48

Good, now that I know you like it, I'll add the Black Napalm version too.
I should have this ready today.

#89 R3ven

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Posted 29 June 2010 - 16:51

Thanks, it also allows me to extend the weapons range since the particles goes slightly farther :xD:

Again, thanks so much, I love it :D

#90 Failure

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Posted 29 June 2010 - 16:53

Oh, I can edit them to default lenght if you want.

#91 R3ven

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Posted 29 June 2010 - 17:11

No it's okay :D

EDIT: Also, if you do a video for the black napalm particle, could you demonstrate the firewalls as well? :xD:

Edited by Huhnu, 29 June 2010 - 17:35.


#92 Failure

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Posted 29 June 2010 - 18:07

Sure thing.
Here it is Huhnu, have fun! :D
I'll post the download link and video in public particles thread too.


Attached File  Flamethrower.txt (19.28K)
Number of downloads: 25

Edited by Failure, 29 June 2010 - 19:33.


#93 mcbob

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Posted 05 July 2010 - 19:00

Hey, I'm in need of a Wire Guided Missile Wire, like in this TOW Missile:

Linked for Size

Notice the two twisting wires at the rear of the missile starting from the launcher's barrel.

Would it be possible to emulate the twisting motion and tension that comes with a stretching wire? Also, after a certain point, I need the wire to "cut off" from the barrel of the launcher, meaning at about 350 milliseconds the wire should start drifting to the ground and fade out.

Edited by mcbob, 05 July 2010 - 19:00.


#94 Failure

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Posted 05 July 2010 - 21:03

Are you going to use two wires like in the pic or one?
No matter, I'll try doing this. Just remember it will probably fade into ground since we don't have collision option for particles.

#95 mcbob

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Posted 06 July 2010 - 16:14

View PostFailure, on 5 Jul 2010, 21:03, said:

Are you going to use two wires like in the pic or one?
No matter, I'll try doing this. Just remember it will probably fade into ground since we don't have collision option for particles.


2 wires would be nice. If the particles have to be too small to the point where you can't see either, then one will suffice C:

#96 Failure

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Posted 06 July 2010 - 16:42

Do you have msn? I need to discuss this with you :P

#97 Stalker

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Posted 10 July 2010 - 08:56

Hi Failure,

I have a rather large request.

Could you do a Trail and Impact FX (about the size of a nuke) for a Meteor ?

Here is the projectile model I'm going to use:

Attached File  meteor.rar (132.8K)
Number of downloads: 19
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#98 Failure

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Posted 10 July 2010 - 09:05

Yes, always wanted to do that to be honest :D
The only problem is that I will give it to you after 2 weeks, since I'm going out of my city and the internet does not go with me :D

#99 Acevetren

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Posted 22 July 2010 - 17:13

Hey, i would be really happy in you could perhaps make a vapor trail for a tank shell?

#100 batak

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Posted 26 July 2010 - 23:40

Is it possible to have a different trail/exhaust effects for a missile (example: cruiser missile) when it's starting to fall down? 8|



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