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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0006610 | USAF | General | public | 2022-02-03 21:29 | 2022-02-04 11:17 | ||||
Reporter | Vulpecula | ||||||||
Assigned To | reyhard | ||||||||
Priority | none | Severity | tweak | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0006610: Make m72 and m136 use vanilla backblast effects | ||||||||
Description | I'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 Information | class 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. | ||||||||
Tags | No tags attached. | ||||||||
Is it a wish/request? | Yes | ||||||||
RHS version | Stable | ||||||||
Arma 3 version | 2.04 | ||||||||
Did you used any other mod when the error occurred? | Yes | ||||||||
Which mods? | Blastcore Murr Edition | ||||||||
Attached Files | |||||||||
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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