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Different muzzle flash for each weapon

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Function-X-
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#1

Posted 05 May 2011 - 04:34 AM Edited by Function-X-, 08 May 2011 - 05:30 PM.

So yeah i think it would be great to have that feature, Specially that half of SA mods is military based tounge.gif
And i actually think it would eliminate the muzzle flash bugs, So it will be a win win feature !

If it's possible i will do all the required effects inlove.gif

Bad.boy!
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#2

Posted 05 May 2011 - 10:21 AM

the muzzle flash is in the .txd of each weapon, you can replace that texture with an other texture.

kmlwin.1996
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#3

Posted 05 May 2011 - 12:22 PM

It's all about effects that you make Function -X-. Not CLEO theme.

yair1221
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#4

Posted 05 May 2011 - 01:02 PM

if you are talking about the shape of the muzzle flash, its in the weapon dff(assuming you have a default weapon)

uNi
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#5

Posted 05 May 2011 - 02:10 PM

Moved back on request.

Function-X-
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#6

Posted 05 May 2011 - 02:30 PM Edited by Function-X-, 07 May 2011 - 11:50 PM.

Thanks Uni biggrin.gif !
---------------
Nope you guys don't get it tounge.gif
In SA theres two kinds of muzzle flash:

1- Using particle effects, The effect name is gunflash
2- Adding the muzzle flash DFF to the weapon model, Which is not really necessary !

Because if you don't add the DFF muzzleflash to the weapon model, The game will use the particle effect muzzleflash which is way better, But it's has a couple of small bugs, usually when you use duel welding aim's and driveby's they (point) at the wrong directions, But if sombody do this script, we will no longer have those bugs, Because i noticed when you spawn it using cleo those bugs disappear.

The DFF version look extremely awful, I'm not really sure why they did it in the first place, Maybe because it doesn't have bugs, But it's a very bad choice.

I try to show photo comparison:

Thats the DFF muzzle flash:
I think it's your photo yair1221, i Googled and found it, Because i no longer have weapons with DFF muzzle flash
user posted image

And now thats the particle effect muzzle flash i was working on recently:
user posted image
user posted image
user posted image
user posted image

Thats how you remove the DFF muzzle flash from your weapon model, And Unlock the particle effect version:
user posted image
----------------------------------
So Now the point of this topic is I can do muzzle flash's types like IV, So each weapon have it's own muzzle flash, Not all of them share the same particle effect.
So the cleo script should totally disable the muzzle flash's, and Reattach new ones to each weapon group for example.
Is it possible ?

kmlwin.1996
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#7

Posted 05 May 2011 - 02:33 PM

Sorry Function-X-. Uni, thanks for moving this topic back. I was wrong.

DK22Pac
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#8

Posted 07 May 2011 - 09:09 PM

Hey bro, nice idea)
Removing original particle
CODE
0A8C: write_memory 0x4A0F26 size 23 value 0x90 virtual_protect 1

^^Finally found it in IDA lol.gif
Note that it will removes ALL "gunflash" particles in game.
And creating a new particle... Something like...
CODE
if
   0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next false pass_deads true
then
   repeat
       0470: 4@ = actor 3@ current_weapon
       if and
           4@ > 22
           4@ < 34
       then
           if
               02D6: actor 3@ fires_weapon 4@ in_rectangle_cornerA -3000.0 -3000.0 cornerB 3000.0 3000.0
           then
               0AB1: call_scm_func @getParticleNameByWeaponID 1 4@ 5@ 6@ 7@ 8@ // 5@v
               0AB1: call_scm_func @getCoordsAndAnglesForParticle 1 3@ 9@ 10@ 11@ 12@ 13@ 14@
               066A: 15@ = attach_particle 5@v to_actor 3@ with_offset 9@ 10@ 11@ rotation 12@ 13@ 14@ type 1
               064C: make_particle 15@ visible
           end
       end
   until 8AE1: not 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next true pass_deads true
end

^^ Just an example.

Function-X-
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#9

Posted 07 May 2011 - 11:49 PM

And it's possible !
Great job man, Should i start doing new muzzle flashes tounge.gif ?

DK22Pac
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#10

Posted 08 May 2011 - 07:34 AM

@Function - As you wish^^




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