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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-04-2005, 10:00 AM   #1 (permalink)
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Join Date: Jan 2004
Posts: 231
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Default Particle FXs

Ok I'm making an exhaust FX for my BM21 and I somehow can't get it to work correctly, I wanna make a flame that is big and fat at the start, and then gets thinner and thinner. Somehow I get that effect only when the weapon is fired, then the FX just goes into one big fat thing.

The thing I wanna make:


The things I have made:





The code
Code:
ParticleSystem NVABM21Fire
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 1.00 1.00
  Gravity = 0.00
  Lifetime = 6.00 6.00
  SystemLifetime = 0
  Size = 0.50 0.30
  StartSizeRate = 0.50 0.30
  SizeRate = 0.50 0.30
  SizeRateDamping = 1.00 1.00
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 2
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:0 G:0 B:0 0
  Color2 = R:255 G:255 B:255 1
  Color3 = R:0 G:0 B:0 10
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 5.00 5.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.01 Y:0.00 Z:0.01
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 0.00 0.00
  VolumeType = SPHERE
  VolSphereRadius = 0.20
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
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Old 12-04-2005, 06:46 PM   #2 (permalink)
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Join Date: Aug 2003
Posts: 134
Default

For you code you should make negative SizeRate values to make the particle shrink over time. Ofcourse by doing that you would need to set Size to the biggest size. Also lower your burstCount to something like 2 or 3, maybe even 1. That'll reduce the laggyness when you have more then 4 missiles flying around (unless that'll be usually the max).
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