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Bullet/impact FX

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Created 10 years ago
by Harry Bo21
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Ok, so my understanding is that im going to need Clientscripts for this

Im still doing my ray gun. Jei was kind enough to share him FX and i made a basic bullet one myself.

However I quickly noticed there is no way to choose a custom FX for bullets or impact in a weapon file...

So scripting is the way, however I need a point of reference.

I looked at _zombiemode_tesla, but from what my limited knowledge could see, this is just for the effects on the gun itself.

I could do with some tips and advice. You dont have to answer it all, just gimmie a point of reference. Im not new to scripting

Thanks all ;)
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You dont need clientscripts for that, and you cant create a new impact-FX as far as i know. There is a way to over-write and existing one, and for example make all bullet-small impacts the new MK2 FX. Then you just need to make sure only the MK2 is using that impact-fx.
Impact FX are defined in raw\fx\maps\MAPNAME_impacts.csv, take a look at factory_impacts.csv for example. Where treyarch replaced the tank_shell impacts with the tesla-gun one's. There's also some explanation at the top of the .csv
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For the MKII if you set the weapon file correctly, you can use projExplosionEffect to override what your looking for.
Last Edit: October 10, 2014, 01:35:44 pm by blued00r
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For the MKII if you set the weapon file correctly, you can use projExplosionEffect to override what your looking for.

And a nice healthy dose of splash damage to go along with it  ;)
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And a nice healthy dose of splash damage to go along with it  ;)

And no bullet-penetration..
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One thing I'm confused about is elfenlied's version of the MKII where there is no csv or impact FX's defined in the weapon file, but still has the impact FX as a bulletweapon (or w/e the normal weapon type is) O_O
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One thing I'm confused about is elfenlied's version of the MKII where there is no csv or impact FX's defined in the weapon file, but still has the impact FX as a bulletweapon (or w/e the normal weapon type is) O_O

Dunno about Elfenlied, but i've used .gsc to create the bullet-FX and impact-FX for the left gun of my akimbo-mausers. Also possible, but a bit less accurate prob
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Some very helpful info there guys. More than enough to get me started ;)

Thanks all ;)


Double Post Merge: October 11, 2014, 09:07:16 am
I investigated, but no luck so far lol
Last Edit: October 11, 2014, 09:07:16 am by Harry Bo21
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ok, so following advice and files, I have set up my raygun as a projectile, which makes the FX work properly

However, like stevie pointed out, still has splash damage, and does not "penetrate", just ends on impact

Im guessing this is why overriding FX was suggested to me before. Anyone mind helping me out?

 
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