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e_ExplGas smoke TTL problem https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5183 |
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Author: | [TKO]Twist [ Wed Aug 19, 2009 5:25 pm ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
what about making a PCO wrech with 9999 armor? |
Author: | Senshi [ Wed Aug 19, 2009 8:50 pm ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
That would be a bit over the top, wouldn't it? I actually don't intend to create a new wreck PCO for every vehicle there is ingame... Is it possible for an effect bundle/emitter to emit an effect bundle which is unrelated in TTL with the "parent" emitter? If so I'd make the explosion effect spawn a new effect bundle incorporating the smoke effect. But I doubt that works, the spawned effect bundle would also be affected by the 2 seconds TTL cut, wouldn't it? |
Author: | Coroner47 [ Thu Aug 20, 2009 3:49 am ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
Author: | Sheppard [ Thu Aug 20, 2009 3:50 am ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
In DC and DCF, wrecks already stay for a while by default and smoke/burn the whole time. Why isn't this working in this case? |
Author: | Senshi [ Thu Aug 20, 2009 5:49 am ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
Author: | Senshi [ Thu Aug 20, 2009 12:02 pm ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
Author: | fo0k [ Thu Aug 20, 2009 7:24 pm ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
This could be useful to me... I was thinking about extending the life of 'wheel dust'.. but at the same time making it a lot more transparent... this is for a rally driving map i am making.. it would be nice to have lots of dust but still see where you are going. Senshi.. if you can help on this that would be great |
Author: | Senshi [ Thu Aug 20, 2009 9:19 pm ] |
Post subject: | Re: e_ExplGas smoke TTL problem |
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