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 Gun smoke: Are there alternate methods? 
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Joined: Tue Oct 14, 2008 11:07 pm
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Post Gun smoke: Are there alternate methods?
So I'm trying to add a smoking effect like that of the Coalition Heavy Sniper to a weapon. I tried just using an AEmitter like it first, but the actor the weapon is packaged with is pretty huge, and the nature of emitter bullets leads to the actor shooting itself very often.

I tried an alternate method by attaching a one-burst smoke emitter to the gun's muzzle flash, to take advantage of that whole built-up emissions bug: The emissions only appear when the muzzle flash does. Unfortunately, that was made under the assumption that a new muzzle flash is created and applied each time the gun is fired, which doesn't seem to be the case. As is, there is only one burst of smoke the first time the gun is fired, and nothing afterwards.

So, can you guys think of any other ways? Turning the shells into the smoke emitter could work, but then the weapon would have to be caseless. I'm not sure if that fits. I can provide what I've got done if you want to take a look, but I was looking for theory rather than bug testing.


Tue Dec 16, 2008 5:02 pm
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Post Re: Gun smoke: Are there alternate methods?
You Can make the casing's have smoke when you fire a shot, i dont know about the muzzle thing though. what you could do is make an emitter at the muzzle of the weapon but then it would emit forever..


Last edited by Coops150 on Wed Dec 17, 2008 1:22 am, edited 1 time in total.



Tue Dec 16, 2008 6:36 pm
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Post Re: Gun smoke: Are there alternate methods?
Coops150 wrote:
You Can make the casing's have smoke when your fire a shot, i dont know about the muzzle thing though. what you could do is make an emitter at the muzzle of the weapon but then it would emit forever..

Wait casing smoke I must know how to acquire this awesomeness.


Tue Dec 16, 2008 7:29 pm
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Post Re: Gun smoke: Are there alternate methods?
Allow me to repeat and add to my original question. I want smoke to come out of my gun when it shoots. I do not want the bullets to harm my actor, so using an emitter as the bullet (The method used in vanilla content) won't work. I attempted to attach an emitter to the muzzle flash, but this produced unsatisfactory results. Can you think of any alternative means to get the smoke effect working?

Actually, is it possible to give individual emissions different emission offsets? For example, I have most of my emissions coming from the centre of a sprite or whatever but I could have one particular emission coming from off to the left? Then I could do some tricks with the casing.


Tue Dec 16, 2008 11:43 pm
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Post Re: Gun smoke: Are there alternate methods?
Comment wrote:
Actually, is it possible to give individual emissions different emission offsets? For example, I have most of my emissions coming from the centre of a sprite or whatever but I could have one particular emission coming from off to the left? Then I could do some tricks with the casing.

Sort of; you would need one emitter attached to another for that.

But if your projectile is anything but a MOPixel/MOSParticle, you could just attach an emitter to it that emits smoke for a very brief period, and then stop due to LifeTime/StopTimeMS/EmissionCountLimit


Tue Dec 16, 2008 11:48 pm
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Post Re: Gun smoke: Are there alternate methods?
Azukki wrote:
But if your projectile is anything but a MOPixel/MOSParticle...

There's another problem.

Actually... The case I'm using is just the default brass casing. I could make an AEmitter out of that and have the emitter's smoke come from the muzzle if its SpriteOffset is off-centre, right?


Tue Dec 16, 2008 11:53 pm
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Post Re: Gun smoke: Are there alternate methods?
zeno39 wrote:
Coops150 wrote:
You Can make the casing's have smoke when your fire a shot, i dont know about the muzzle thing though. what you could do is make an emitter at the muzzle of the weapon but then it would emit forever..

Wait casing smoke I must know how to acquire this awesomeness.


Lol.. here it is

Code:
AddEffect = MOPixel
   PresetName = (Whatever)
   Mass = 0.00001
   LifeTime = 100
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 0
         B = 255
      TrailLength = 0
   ScreenEffect = ContentFile
      FilePath = (Wherever)
   EffectStartTime = 0
   EffectStopTime = 100
   EffectStartStrength = 1.0
   EffectStopStrength = 0.0
   EffectAlwaysShows = 0


Wed Dec 17, 2008 1:22 am
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