How must I code the flamethrower to avoid these graphic troubles?

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Nomada_Firefox
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Joined: Mon Nov 12, 2001 10:00 am
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How must I code the flamethrower to avoid these graphic troubles?

Post by Nomada_Firefox »

I have recorded a video showing how the flamethrower works but I believe that very probable it is wrong because when I added it, there was not the graphic effect. But I am not sure if it is by the ammo, weapon or other feature from the game.

You can watch the video here, go to the time 7:05 https://youtu.be/OSlDf8bsGVo
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SteveMcClaire
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Re: How must I code the flamethrower to avoid these graphic troubles?

Post by SteveMcClaire »

Hi Nomada_Firefox -- in the weapons data you use weapon type 7 = 'Flame' to set a weapon as a flamethrower. This should use the new animation (though the default is not really great looking as it is something I cobbled together as an example) when the weapon fires. Then for the ammunition you want to give it an explosive charge type 7 (flammable liquid.) There are some sample flamethrowers and flamethrower ammo entries in the stock data workbook -- check out weapon index 82 and ammunition index 3.
Nomada_Firefox
Posts: 1280
Joined: Mon Nov 12, 2001 10:00 am
Location: Spain
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Re: How must I code the flamethrower to avoid these graphic troubles?

Post by Nomada_Firefox »

Thanks.
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