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Battlefield Modding Tutorials BFMODS • View topic - e_ExplGas smoke TTL problem

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Aug 19, 2009 5:25 pm 
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what about making a PCO wrech with 9999 armor?


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PostPosted: Wed Aug 19, 2009 8:50 pm 
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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?

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PostPosted: Thu Aug 20, 2009 3:49 am 
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Pray hard, die fast


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PostPosted: Thu Aug 20, 2009 3:50 am 
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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?

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PostPosted: Thu Aug 20, 2009 7:24 pm 
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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 :)


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