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FPSC Classic Scripts / Using explosion decal as effect on destroy srcipt

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007
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Posted: 13th Sep 2011 21:27
Hello friends,

As the title says, i am trying to use explosion decal as effect on destroy srcipt, i have benges sprite pack.

I have an entity (a vehicle), here is the decal information in it`s fpe:



And here is the destroy script (it`s based in the old FPSC Helicopter Script:



It`s working, it`s not perfect, but i think is a decent effect because it runs the decal more than one time giving a simulation of an explosion.

The problem is the scale of the decal, i added this line on the decalspec.txt i am using:

scale = 500

However, it did not work, but the decal1, wich is the decal used for impact (when player shoots at the vehicle), is working, and it is scaled (it appears big in screen), just the problem is with the decal0, wich is used for the desctruction, it appears positioned in the root bone of the entity, but it`s scale is short (the command scale = 500 did not work).

Can anyone help me?

Also i was thinking, i know how to spawn a decal when entity is desroyed, also i did a test destroying one vehicle, immobile, in it`s place, and the effect worked very well because i used a decal inside map editor and placed it in the top of the car, so when the car was destroyed, the explosion spawned.

So isn`t there a way to associate one entity to another? Because if it is possible, achieving a good explosion effect will be very easy, just make the decal follow the vehicle, and when the vehicle s destroyed, the decal spwans.

Cheers,

007

Goldenye 007 N64
srealist
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Posted: 13th Sep 2011 22:18
Let's start by ruling out the simple stuff first. Have you run fpscCleaner since you made that change to the decalspec.txt? If not, do this and your problem should be solved.

If that doesn't do it, then...well, I'm out of ideas for now.
007
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Posted: 13th Sep 2011 23:03 Edited at: 13th Sep 2011 23:06
Thanks srealist for trying to help me,

No the problem is not with cleaning temp files, i do this, i always delete the bin and dbo files for the entity i am testing.

Yes, FPSC recognizes the change i made in the decal scale if i use a decal entity, however, the problem is that it doesn`t scale the decal that runs from the entity.

Anyway,

Thanks

Goldenye 007 N64
007
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Posted: 13th Sep 2011 23:45
Also, if it can help to understand, i also tried now to use the script /destroy/flamable.fpi in my vehicle destroy script field.

But the same thing, the explosion decal only runs at a fixed scale, and it is very small.

Does FPSC only runs the entity decal at a fixed size? Is this hard coded in the engine?

Goldenye 007 N64
spudnick
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Posted: 14th Sep 2011 00:36 Edited at: 14th Sep 2011 00:42
What about changing the value of Only Scale X from 1oo to the same value as in the scale. as you did not mention about this.

it should be in the decal when you right click on it.
i would only scale it to about 150 -200 as 500 is massive and would cover most of 10 squares, but you will see and make to your own taste.

this is how i scale my decals.

I don't know if it will solve the problem your having with other anim, but give it a try and see.

I hope it works for you

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
007
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Posted: 14th Sep 2011 02:00
spudnick: Thanks for trying to help me, however it did not work, because i am not using an entity decal in the map, i am using the decal defined in entity fpe.

decal0 = smokey

Anyway,


Thanks

Goldenye 007 N64
maho76
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Location: universe-hub, playing the flute
Posted: 14th Sep 2011 10:36
simply copy the smokey-decal in the gamecore-folder, rename the folder to something like "smokeycar" or else and rescale as Spudnick said. then change decal0 to smokeycar, done, without changing the original.

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