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Laz's FX and Stuff (Rebooted)

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Laz's FX and Stuff (Rebooted)
Offline Laz
08-21-2017, 04:12 PM,
#7
(Sorta) Retired Code Monkey
Posts: 1,905
Threads: 106
Joined: Jan 2014

It is possible and will not trigger the anticheat. Combat/Projectiles are not as easy to do because movement takes a while to do in THN and each projectile needs its own entry. To simplify, a Make has 8 engines. Each one needs to be given the effect and bound. My Yaren Patrol has 2 makos. Each entry needs a start effect and the effect itself. Those two makos have 16 entries just for the engines.

One effect entry looks something like this:
[+]THN
{
entity_name="Ambient",
type=PSYS,
template_name="gf_volcanicglow",
lt_grp=0, srt_grp=0, usr_flg=0,
flags=LIT_DYNAMIC + LIT_AMBIENT,
spatialprops={
pos = { 0, -72.5, 0 },
orient = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } }
},
psysprops={
sparam=0
}
},
This doesn't even consider movement or anything else. I once coded a small combat scene but it took several hours just to do a single mortar salvo and give it explosion FX and other things you see within the game.

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Messages In This Thread
Laz's FX and Stuff (Rebooted) - by Laz - 08-21-2017, 03:50 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 08-21-2017, 03:51 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 08-21-2017, 03:52 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 08-21-2017, 03:53 PM
RE: Laz's FX and Stuff (Rebooted) - by Goldberg - 08-21-2017, 03:59 PM
RE: Laz's FX and Stuff (Rebooted) - by HanCloudstone - 08-21-2017, 04:06 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 08-21-2017, 04:12 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 09-11-2017, 11:15 AM
RE: Laz's FX and Stuff (Rebooted) - by thisDerius - 09-11-2017, 11:38 AM
RE: Laz's FX and Stuff (Rebooted) - by Sombs - 09-11-2017, 11:50 AM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 10-14-2017, 01:10 PM
RE: Laz's FX and Stuff (Rebooted) - by Sombs - 10-14-2017, 01:21 PM
RE: Laz's FX and Stuff (Rebooted) - by Laz - 10-14-2017, 01:28 PM

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