YosefAnan Posted October 27 Share Posted October 27 In this video, I explain how to create fire with surrounding light and smoke coming out of it. I apologize for the video length and for resetting the settings multiple times, as I couldn’t remember the exact configurations and was trying to adjust them to be as perfect as they should be. 1 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted October 27 Share Posted October 27 Too much work for this. Better to edit the art.ini 1 Link to comment Share on other sites More sharing options...
YosefAnan Posted October 30 Author Share Posted October 30 On 10/27/2024 at 5:37 PM, [CC] RaVaGe said: Too much work for this. Better to edit the art.ini How do you edit vanilla art.ini without causing issues? this is not for mod, is for maps. also, I don't know how to edit smoke from art in file. ☺️ Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted October 31 Share Posted October 31 (edited) On 10/30/2024 at 6:26 AM, YosefAnan said: How do you edit vanilla art.ini without causing issues? this is not for mod, is for maps. also, I don't know how to edit smoke from art in file. ☺️ You need to add an active animation to the object and make it spawn a particle animation. SpawnsParticle=SmlGryActSmk NumParticles=4 Edited October 31 by [CC] RaVaGe 1 Link to comment Share on other sites More sharing options...
McPwny Posted November 2 Share Posted November 2 ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags. the simplest trigger setup would be: trigger 1, set to repeat event 1: elapsed time (the amount of time that the particle system plays for) action 1: play particle system at waypoint trigger 2, one time event 1: destroyed by anything action 1: disable trigger 1 action 2: remove particle system at waypoint real quick and simple but of course not automatic 1 Link to comment Share on other sites More sharing options...
YosefAnan Posted November 4 Author Share Posted November 4 On 10/31/2024 at 4:00 PM, [CC] RaVaGe said: You need to add an active animation to the object and make it spawn a particle animation. SpawnsParticle=SmlGryActSmk NumParticles=4 I know how to do these things, but this idea never crossed my mind at all, haha! 😄 Link to comment Share on other sites More sharing options...
YosefAnan Posted November 4 Author Share Posted November 4 On 11/2/2024 at 7:51 AM, McPwny said: ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags. the simplest trigger setup would be: trigger 1, set to repeat event 1: elapsed time (the amount of time that the particle system plays for) action 1: play particle system at waypoint trigger 2, one time event 1: destroyed by anything action 1: disable trigger 1 action 2: remove particle system at waypoint real quick and simple but of course not automatic I tried the code, and it worked for me, but the smoke isn’t as dense as it is when triggered through the actual trigger system Link to comment Share on other sites More sharing options...
McPwny Posted November 4 Share Posted November 4 you can also make a new particle system via ini editing to get it to look the way you want 1 Link to comment Share on other sites More sharing options...
YosefAnan Posted November 5 Author Share Posted November 5 15 hours ago, McPwny said: you can also make a new particle system via ini editing to get it to look the way you want that will be awesome but how to do that? Link to comment Share on other sites More sharing options...
McPwny Posted November 6 Share Posted November 6 after making a new particle system and listing it in the particlesystems index in rules.ini, use that number to call it in the fa2 trigger action. i used to do it to make like red and green drop zone flares. i dont have my main computer so i cant give example code right now. Link to comment Share on other sites More sharing options...
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