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IDProjectCategoryView StatusDate SubmittedLast Update
0006610USAFGeneralpublic2022-02-03 21:292022-02-04 11:17
ReporterVulpecula 
Assigned Toreyhard 
PrioritynoneSeveritytweakReproducibilityalways
StatusclosedResolutionno change required 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0006610: Make m72 and m136 use vanilla backblast effects
DescriptionI'm the developer of Blastcore Murr Edition mod on steam and I've been trying to get the disposable launchers use the effects inherited from the vanilla effects, which I've beautified. However I cannot seem to get which complex effect class I should edit to make them use the effects I've created.
Additional Informationclass RHS_Fired_M136HEAT
{
    class RocketBackfire1
    {
        simulation="particles";
        type="RocketBackfireRPGNT";
        intensity=1;
        interval=0.1;
        lifeTime=0.029999999;
    };
    class RocketBacksmoke2
    {
        simulation="particles";
        type="RocketBacksmokeRPGNT";
        enabled="(density interpolate [0.98,0.981,-1,1])";
    };
    class RocketFrontsmoke
    {
        simulation="particles";
        type="RocketFrontsmokeRPGNT";
        enabled="(density interpolate [0.98,0.981,-1,1])";
    };
    class RocketFrontDust
    {
        simulation="particles";
        type="RPGFrontDust";
        enabled="(humidity interpolate [0.2,0.20001,1,0]) * isWaterSurface * (distToSurface interpolate [1.5,1.51,1,0])";
        intensity=1;
        interval=0.1;
        lifeTime=0.2;
    };
    class RocketBackDust
    {
        simulation="particles";
        type="RPGBackDust";
        enabled="(humidity interpolate [0.2,0.20001,1,0]) * isWaterSurface * (distToSurface interpolate [1.5,1.51,1,0])";
        intensity=1;
        interval=0.1;
        lifeTime=0.2;
    };
    class Dirt
    {
        simulation="particles";
        type="RPGDirt";
        position[]={0,0,0};
        enabled="(isWaterSurface * (distToSurface interpolate [1.5,1.51,1,1])";
        intensity=1;
        interval=1;
        lifeTime=0.15;
        qualityLevel=2;
    };
    class LauSparkBack
    {
        simulation="particles";
        type="LauSparkBack";
        enabled="(density interpolate [0.98,0.981,-1,1])";
        intensity=1;
        interval=1;
        lifeTime=0.03;
    };
    class LauSparkFront
    {
        simulation="particles";
        type="LauSparkFront";
        enabled="(density interpolate [0.98,0.981,-1,1])";
        intensity=1;
        interval=1;
        lifeTime=0.03;
    };
    class Script
    {
        simulation="particles";
        type="RHS_fired_M136HEAT";
        intensity=1;
        interval=1;
        lifeTime=1;
    };
    class HeatHazeBig
    {
        simulation="particles";
        type="HeatHazeBig";
        enabled="(density interpolate [0.98,0.981,-1,1])";
        intensity=1;
        interval=1;
        lifeTime=1.5;
    };
    class HeatHazeBigFront
    {
        simulation="particles";
        type="HeatHazeBigFront";
        enabled="(density interpolate [0.98,0.981,-1,1])";
        intensity=1;
        interval=1;
        lifeTime=1.5;
    };
};

This does not simply work. Is there anything I'm missing? RPG7 and MAWS work perfectly fine.
TagsNo tags attached.
Is it a wish/request?Yes
RHS versionStable
Arma 3 version2.04
Did you used any other mod when the error occurred?Yes
Which mods?Blastcore Murr Edition
Attached Files

- Relationships

-  Notes
(0012004)
reyhard (administrator)
2022-02-04 08:40

uh, those launchers are using RocketBackEffectsRPGNT. RHS_Fired_M136HEAT is obsolete class
(0012006)
Vulpecula (reporter)
2022-02-04 09:29

Oh, I see. In that case could you help me figure out why my effects are not played here:

class RocketBackEffectsRPGNT
{
    class RocketBackfire1
    {
        simulation="particles";
        type="RocketBackfireRPGNT";
        intensity=1;
        interval=0.1;
        lifeTime=0.029999999;
    };
    class RocketBacksmoke2
    {
        simulation="particles";
        type="RocketBacksmokeRPGNT";
        intensity=1;
        interval=0.1;
        lifeTime=0.1;
    };
    class RocketFrontsmoke
    {
        simulation="particles";
        type="RocketFrontsmokeRPGNT";
        intensity=1;
        interval=0.1;
        lifeTime=0.2;
    };
    class RocketFrontDust
    {
        simulation="particles";
        type="RPGFrontDust";
        enabled="(humidity interpolate [0.2,0.20001,1,0]) * isWaterSurface * (distToSurface interpolate [1.5,1.51,1,0])";
        intensity=1;
        interval=0.1;
        lifeTime=0.2;
    };
    class RocketBackDust
    {
        simulation="particles";
        type="RPGBackDust";
        enabled="(humidity interpolate [0.2,0.20001,1,0]) * isWaterSurface * (distToSurface interpolate [1.5,1.51,1,0])";
        intensity=1;
        interval=0.1;
        lifeTime=0.2;
    };
    class Dirt
    {
        simulation="particles";
        type="RPGDirt";
        position[]={0,0,0};
        enabled="(isWaterSurface * (distToSurface interpolate [1.5,1.51,1,1])";
        intensity=1;
        interval=1;
        lifeTime=0.15;
        qualityLevel=2;
    };
    class LauSparkBack
    {
        simulation="particles";
        type="LauSparkBack";
        enabled="density interpolate [0.98,0.981,-1,1]";
        intensity=1;
        interval=1;
        lifeTime=0.03;
    };
    class LauSparkFront
    {
        simulation="particles";
        type="LauSparkFront";
        enabled="density interpolate [0.98,0.981,-1,1]";
        intensity=1;
        interval=1;
        lifeTime=0.03;
    };
    class HeatHazeBig
    {
        simulation="particles";
        type="HeatHazeBig";
        intensity=1;
        interval=1;
        lifeTime=1.5;
    };
    class HeatHazeBigFront
    {
        simulation="particles";
        type="HeatHazeBigFront";
        intensity=1;
        interval=1;
        lifeTime=1.5;
    };
};

I cannot figure out what I'm doing wrong.
(0012007)
Vulpecula (reporter)
2022-02-04 09:33
edited on: 2022-02-04 10:40

Could it be the muzzle positions:

                positionName = "konec hlavne";
                directionName = "usti hlavne";

are not correct? What should I use?

(0012008)
reyhard (administrator)
2022-02-04 10:26

I guess those effects might be prematurely killed due to fact, that after firing disposable launcher, those weapons are swapped to something different. In this case, I don't think you can do anything about it without creating some scripted logic or nested particle effects (particle A, with high interval rate, creates particle B) but that would need a lot of knowledge from your side.
(0012010)
Vulpecula (reporter)
2022-02-04 10:46

That actually makes sense. I thought it may have something to do with the launcher being replaced. I'm not competent at scripting but I may try creating a dummy particle and spawning the effects from that using an emitter "particleEffects=*" as you've said. Getting the direction right could be hassle though.

Thanks for the reply and insight!
(0012011)
reyhard (administrator)
2022-02-04 11:17

No problem :)

- Issue History
Date Modified Username Field Change
2022-02-03 21:29 Vulpecula New Issue
2022-02-04 08:40 reyhard Note Added: 0012004
2022-02-04 08:40 reyhard Assigned To => reyhard
2022-02-04 08:40 reyhard Status new => feedback
2022-02-04 09:29 Vulpecula Note Added: 0012006
2022-02-04 09:29 Vulpecula Status feedback => new
2022-02-04 09:33 Vulpecula Note Added: 0012007
2022-02-04 10:26 reyhard Note Added: 0012008
2022-02-04 10:26 reyhard Status new => feedback
2022-02-04 10:40 Vulpecula Note Edited: 0012007 View Revisions
2022-02-04 10:46 Vulpecula Note Added: 0012010
2022-02-04 10:46 Vulpecula Status feedback => new
2022-02-04 11:17 reyhard Note Added: 0012011
2022-02-04 11:17 reyhard Status new => closed
2022-02-04 11:17 reyhard Resolution open => no change required


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