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Final Alert 2 Tutorial - How to make Smoke and Camp fire with light


YosefAnan

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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.

 



 

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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. ☺️

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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 by [CC] RaVaGe
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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

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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! 😄

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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

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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.

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