How to apply smoke to torpedoes -1 reply

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Shadowadm122

Not your average n00b

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20th July 2009

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#1 8 years ago

I'd like to apply a smoke trail to some projectile weapons (Torpedoes, Missiles, etc). Any idea on how I can do it? :rolleyes:




C.A.B.A.L.

Intermittently Connected

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13th March 2009

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#2 8 years ago

From the Chain Reaction Pulsar:

// smoke trail stuff smokeTexture = "Xsmoke" smokeFrames = 16 smokeLifespan = 0.6 smokePause = 0.01 smokeRadius = 2.0 smokeVariance = 1.0 smokeInherit = 0.5

That should get you the red-orange trail of the chain reaction pulsar. Mess around with those to get what you want. 'Xsmoke' may be a sprite rather than a texture, though.




Shadowadm122

Not your average n00b

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20th July 2009

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#3 8 years ago

I applied the smoke lines to the missile ordinance files. But when I tested the missiles out in the game, the smoke didn't show up? Any ideas as to why it didn't show up?




CanadianBorg

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30th July 2008

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#4 8 years ago

You need to use a SOD with emitters - that's what the chain pulse is (It's a SOD composed entirely of sprites and an emitter, but that's beside the point. Meshes can be used too). Only torpedoes and certain specials can have SODs, but it's definitely possible (and has, indeed, been done - see the Sigma demo for more details.)

And xsmoke is a texture, used in sprites for a variety of purposes (all the damage emitters use it as their base, for one thing).




C.A.B.A.L.

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#5 8 years ago

If you're using an sod based weapon it may have to be an emitter on the model.




CanadianBorg

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#6 8 years ago

SOD-based weapons are the only way to do this. CABAL is right, it would need to be an emitter on the weapon model (not the ship).