LOL .... lookin great
@Synide
The LOD Properties do my brain in, you have a source (asside from your brain! ) where they are explained?
LOL .... lookin great
@Synide
The LOD Properties do my brain in, you have a source (asside from your brain! ) where they are explained?
Yeah, brain (although that's degenerating), the o2 user manual, the bi forums, a database of curious information (built up from mine & other peoples musings over the years), tools that allow me to analyze 1 or many binarized content types at a time which can produce sumarized statistical and attribute info.
Eg. Run tools over all A1, A2 & OA weapons models look at output reports. Draw conclusions, try assumptions.
No real 'source' unfortunately. In this particular case I ran a tool over all 'muzzleflash' like BI content, looked at the output reports, mentally noted that they (pretty much) all seemed to have sbsource=none in a more than often or not empty GeoLoD, then checked what the O2 manual had describing sbsource=none (sometimes there's no official sources describing values, properties or attributes of config's, models or maps) and the lodnoshadow and autocenter are pretty standard... so just suggested ABS try them... made easier ofcourse by him posting what he currently had.
I think we could all agree though it more comes down to experience of knowing what sort of things to look at under what sort of conditions etc., there's no recipe as I'm sure you'd agree and half the time nowadays I'm wrong about stuff anyway.
Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.
Well, I for one am glad that you're here, Sy. I hadn't even known what LoD Properties were until you told me what to do today, and I found it just by playing around.
You wouldn't be able to give me any hints on how to change the muzzleflash light colour, would you? ...or am I asking for too much?
Abs
Defined in bullet/ammomuzzleEffect = "BIS_Effects_Rifle";
Likely the light source ..... but unfortuately I can't find the definition of "BIS_Effects_Rifle"
Theres lighting colour defined in;
a base class.class WeaponFireGun
and this is used to define;
which resides under CFGVehicles ..... which doesn't seem to be a useful place for weapons :/class GunFire
EDIT!
Found BIS_Effects_Rifle, thanks to Q1184 (forum user)
rifle.sqfBIS_Effects_Rifle=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rifle.sqf ";
Soooo .... define your own muzzle effect / script.PHP Code:private ["_sh","_p","_tr1","_tr2","_vec","_i","_int"];
_sh = nearestobject [_this select 0, _this select 4];
_p = getpos _sh;
_vec = vectordir _sh;
_int=((speed _sh)/3240)*(0.7 + random 0.6);
_life=_int*(0.5 + random 0.2);
if (_life==0) exitwith {};
drop [["\ca\Data\ParticleEffects\Universal\Universal",16,12,8],
"", "Billboard", 1, _life, [0, 0, 0], [0, (2 + random 1.5)*_int, 0], 0, 0.104, 0.08,
0.2,[0.1, 1*_int,1.6*_int,_int*2], [[0.9, 0.9, 0.9, 0.1 + random 0.07],[1, 1, 1, 0]],
[1/_life], 1, 0, "", "", _sh,random 360];
if (_int>1) then {_int=1};
if ((abs(_p select 2) < _int) and !(surfaceiswater _p)) then
{
_tr1= (_int - abs(_p select 2))/1.3;
drop [["\ca\Data\ParticleEffects\Universal\Universal.p3d", 16, 12, 13, 0], "", "Billboard", 1, 0.9 + random 0.3,
[_p select 0, _p select 1, 0.07], [((_vec select 0) -0.4 +(random 0.8))*1.3, ((_vec select 1) -0.4 +(random 0.8))*1.3, 0], 0,
0.104, 0.08, 0.2, [(0.2 + random 0.2)*_int,(1.3 +random 0.6)*_int],[[0.6, 0.5, 0.4, _tr1],[0.6, 0.5, 0.4, 0]],
[1000], 1, 0, "", "", ""];
}
The drop command is another that does my head in, so sorry can't tell you where the colour is.
OT: Bis is still using the slow "nearestobject" to "grab" the bullet !! They added a new parameter to fix that ..... but failed to use it in their own script.
Last edited by [APS]Gnat; Apr 1 2012 at 02:01.
Ninjad. I knew where it was and spent a bit more time looking into the config where it called those scripts. They're called by the init lines here:
..and if I were to guess, I'm assuming that Universal.p3d is probably just a fog sprite (single face).Code:Class DefaultEventhandlers { init="_scr = _this execVM "\ca\Data\ParticleEffects\SCRIPTS\init.sqf";";
I'm most definitely not a scripter, so that script means nothing to me yet, but I did not see any RGB values that I could adjust so I assumed that I wouldn't need to modify the effect script. I'll look into those classes that you mentioned and see if anything pops up.
My goal is to have three different coloured muzzle effects. Blue for the Federation, red for the Klingons, and green for the Romulans. I'm hoping this is possible.
I'll let you guys know if I find anything...please do the same.
Abs