Woah Neat! Thats one comprehensive tutorial on fixing the RPG guys! 
EDIT:
Just checked the link and saw your particles, So, Here's a more clean particle code that will reduce the CPU Load abit:
Code:
ParticleSystem SmallMissileBackblastClouds
Priority = DEATH_EXPLOSION
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.dds
AngleZ = 0.00 7.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.94 0.97
Gravity = 0.00
Lifetime = 25.00 30.00
SystemLifetime = 5
Size = 0.10 0.30
StartSizeRate = 0.00 0.00
SizeRate = 3.00 5.00
SizeRateDamping = 0.80 0.85
Alpha1 = 0.15 0.20 0
Alpha2 = 0.35 0.40 5
Alpha3 = 0.00 0.00 30
Alpha4 = 0.00 0.00 0
Color1 = R:255 G:160 B:0 0
Color2 = R:201 G:191 B:173 5
Color3 = R:211 G:204 B:190 30
Color4 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 1.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.04 Y:0.08 Z:0.10
VelocityType = ORTHO
VelOrthoX = -3.00 -5.00
VolumeType = POINT
End
ParticleSystem SMallMissileBackblast
Priority = WEAPON_TRAIL
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXFire01.dds
AngleZ = -1.00 1.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.95 0.98
Gravity = 0.00
SlaveSystem = SmallMissileBackblastClouds
SlavePosOffset = X:-2.00 Y:0.00 Z:0.00
Lifetime = 5.00 5.00
SystemLifetime = 5
Size = 2.00 3.00
StartSizeRate = 0.00 0.00
SizeRate = 2.20 2.50
SizeRateDamping = 0.98 0.99
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 5
Alpha3 = 0.00 0.00 0
Color1 = R:255 G:255 B:128 0
Color2 = R:255 G:128 B:0 5
Color3 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 0.00 0.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.01 Y:0.04 Z:0.10
VelocityType = ORTHO
VelOrthoX = -3.00 -5.00
VolumeType = POINT
End
Oh yeah, I just noticed this on the burning dude that gets created when a infantry dies due to flame damage:
Code:
ConditionState = DYING
Animation = CIBURN_SKL.CIBURN_FLA
AnimationMode = ONCE
Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad.
ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
AnimationSpeedFactorRange = 0.85 1.15
End
I have no clue why EA made CRAPLOADS of particles for that particular infantry even though, code wise, the particle systems is identical to one another..
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