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Print a .iwi on the ground
#1
Hi there I got a problem I want to make custom impact. But I don't only want to change the texture. That's why I'm trying to "print" a .iwi on the ground like the bullet impact as I need two colors, depending the team, with some GSC code.
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#2
I think that its not possible Undecided
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#3
What, are you doing paintball mod or something?
ONTOPIC: agree with @Yamato, I doubt you can actually do it
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
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#4
He could try to spawn lines or something in the area of impact, otherwise I cant think of any other way.
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#5
(07-03-2013, 16:16)Arteq Wrote: What, are you doing paintball mod or something?
ONTOPIC: agree with @Yamato, I doubt you can actually do it

This http://fourdeltaone.net/forum/viewtopic....17&t=40096
Anyway thanks for your help. I will keep the same Impact for both team for the moment. Rolleyes
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#6
How was it done in CoD4 though?
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#7
(07-03-2013, 17:39)DidUknowiPwn Wrote: How was it done in CoD4 though?

With effects (efx files) afaik.
[Image: MaEIQ.png]
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#8
Hi, little bump because I found a way to do it !

And here is the code I used :
Code:
init()
{
    buildfxInfo();
}

onPlayerSpawned()
{
    self endon("disconnect");
    for(;;)
    {
        self waittill("spawned_player");
        self thread createImpact();
        wait 0.1;
    }
}

createImpact()
{
    self endon( "disconnect");
    
    for(;;){
    self waittill("projectile_impact", weapon, position, radius);
    if(IsSubStr( weapon, "_fmj_"))
        playFX( level.impactred.fx, position);
    else
        playFX( level.impactblue.fx, position);
    }
}

buildfxInfo()
{
        level.impactblue = spawnStruct();
        level.impactblue.fx = loadFX( "impacts/small_metalhit" );
        level.impactred = spawnStruct();
        level.impactred.fx = loadFX( "impacts/small_snowhit" );
}

And here is a video to show you the result.


But as you can see there is an issue with vertical wall. Anyone know how can I fix this ? Also nobody know where I can found fx list ? (impacts/xxxx)
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#9
Use 'angle' property?
And it is hardcoded i think.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#10
http://www.itsmods.com/forum/Thread-Rele...pacts.html

The list I cant remember if its complete or not

I looked in the gsc fx files and I found this, I guess it is what you need to solve the angle problem.

Code:
//Init()
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast_paper");

//Your code
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 2653.84, 2446.12, 20.051 );
ent.v[ "angles" ] = ( 270, 0, 0 ); //VectorToAngles( ( POSITION YOU ARE LOOKING AT ) - self.origin )
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;

//To delete it I guess you need to do it like this
TriggerFX( ent );
wait ( 0.05 );
ent delete();
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