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Dave Man
Joined: 19 October 2003 Posts: 374 |
02 April 2005 03:09 (UK time)
There should be an option to determine what color and if there is a light when a bullet or any projectile hits a wall (it looks kind of weird when a pistol bullet makes a huge ball of light on the wall). You need to login to create posts in this thread. |
mike323
Posts: 745 |
02 April 2005 23:02 (UK time)
Definately agreed. It does look odd when that light emits from the wall. I'm sure a pistol doesn't make that big of flash. Maybe under projectile editor theres an option for what kind of light is emitted? You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
03 April 2005 06:47 (UK time)
You should be able to select the shrapnel type. If you notice the projectile "Shrapnel" gets emitted whenever there is an explosion. If you could choose the projectile that is created when your original projectile makes contact, you could make bullets make sparks, rockets make explosions, flames make... flames, etc. I tried editing the shrapnel sprite and gave it tiny lights that look like sparks but that doesnt work well with explosions.
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mike323
Posts: 745 |
03 April 2005 21:42 (UK time)
Ah, thanks papercut, that did the trick. UPDATE Oh and another suggestion: Can you choose which weapons will emit the shrapnel? I'd like my rocket launcher to have a cool explosion sprite I made. Edited: 03 April 2005 21:43 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
03 April 2005 23:14 (UK time)
I would like some muzzle flash sprites too, like charging of the pulsecannon and smoke from rocket launcher
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Dave Man
Joined: 19 October 2003 Posts: 374 |
04 April 2005 13:37 (UK time)
Can't you just make muzzle flashes by changing the projectile sprite to a muzzle flash. When a projectile first launhces it shows a image of its sprite at the point it orginated from in the gun. Use that to make muzzle falshes (only if the speed is set too -1 though). You need to login to create posts in this thread. |
mike323
Posts: 745 |
04 April 2005 23:51 (UK time)
Oh yeah...I'll go try that now... You need to login to create posts in this thread. |
mike323
Posts: 745 |
04 April 2005 23:55 (UK time)
Hmm...no it doesn't work in M2, I think I see the projectile actually showing up when it hits the wall You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
05 April 2005 13:30 (UK time)
Well that concept did work for M1, I'm not sure about M2 though. You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
06 April 2005 02:16 (UK time)
I tried it, it works fine, only a small percentage of the time it shows up for the player, (somehow It depends on the angle but I haven't come up with a solution.) But it always works correctly on enemies. I did this on my M1 mod (Meteor Sequel - WW3) but it never showed up for the player. Test it out by typing in "god" in the console and go run up to those pistol troopers, you'll see the projectile. You can try it in my mod too. And by the way, The projectile will show up for the player in the later M2 updates, the update I have now shows it all the time.
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