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bull.04

Flame Question

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bull.04

Hey, yet again another topic lol. I need help with something. I started a mod about Ghost Rider like a year ago when I knew nothing about modding. Now that I do, I'm thinking of reopening it. I succesfully made a Cleo script that makes Cj's head on fire, but I need it to look like its being blown by the wind. When I walk the flames look really cool but when I stand still, the flame is just a big yellow ball attached to cj. I need it to look like when he's walking.

 

thank you. smile.gif

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Wesser

I didn't get your problem since it hasn't ever happened to me. Maybe it is better to make a pic (on walking and idle stance).

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bull.04

Walking

Standing Still

 

See the big yellow ball compared to the trail?

I was gonna upload them but i get that stupid error when I upload to imageshack.

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Wesser

It doesn't look like a real flame or sa particle. Can you post your code?

 

As I know, someone already made it.

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bull.04

I made the script myself from scratch. It is an actual SA particle. Ill give you the code. Just to remember there are many key presses for the code so dont say

I'm noobish for repeating them lol.

 

heres the code:

{$VERSION 1.0.0000}{$CLEO .cs}//--------MAIN-----------thread 'FLAMEHEAD':FLAMEHEAD_16wait 0ifPlayer.Defined($PLAYER_CHAR)jf @FLAMEHEAD_160AB0:  key_pressed 70jf @FLAMEHEAD_16jump @FLAMEHEAD_48:FLAMEHEAD_48wait 0if0AB0:  key_pressed 76jf @FLAMEHEAD_48jump @FLAMEHEAD_123:FLAMEHEAD_123wait 0if0AB0:  key_pressed 65jf @FLAMEHEAD_123jump @FLAMEHEAD_167:FLAMEHEAD_167wait 0if0AB0:  key_pressed 77jf @FLAMEHEAD_167jump @FLAMEHEAD_201:FLAMEHEAD_201wait 0if0AB0:  key_pressed 69jf @FLAMEHEAD_201jump @FLAMEHEAD_323:FLAMEHEAD_323wait 0ifPlayer.Defined($PLAYER_CHAR)jf @FLAMEHEAD_323066A: [email protected] = attach_particle "FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 0 0 rotation 0.0 90 0.0 flag 1 0883: attach_particle [email protected] to_actor $PLAYER_ACTOR mode 1064C: make_particle [email protected] visiblejump @FLAMEHEAD_570 :FLAMEHEAD_570wait 0ifPlayer.Defined($PLAYER_CHAR)jf @FLAMEHEAD_570jump @FLAMEHEAD_752:FLAMEHEAD_752wait 0if0AB0:  key_pressed 105jf @FLAMEHEAD_752jump @FLAMEHEAD_1042:FLAMEHEAD_1042wait 00650: destroy_particle [email protected] @FLAMEHEAD_16

 

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solomsolomol

try using another particle , "FIRE" should look good .

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Deji

Just use a conditional loop to test if the player is walking (optionally add a conditional "if player holding ctrl" if you want to set it for walking speed. Now you can rotate the particle and set the intensity lower. Should look pretty realistic.

 

Also, you could use memory access to check if it's raining and then make the flame turn into smoke when it is. biggrin.gif

 

(I'd have coded it for you but my San Andreas is misbehaving.)

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bull.04

Hey can you scale the particle? I put fire and it looks badass. Thanks solomsolomol. I just need to scale it smaller. Deji, how do I make the conditional check?

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Deji

 

Hey can you scale the particle? I put fire and it looks badass. Thanks solomsolomol. I just need to scale it smaller. Deji, how do I make the conditional check?

Use: 016F - If you want to scale the particle.

 

 

 

 

// Create the particle.064B: [email protected] = create_particle "flame" at 0.0 0.0 0.0 type 1:FLAMESKULLwait 004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0if or0611:   actor $PLAYER_ACTOR performing_animation "WALK_armed"0611:   actor $PLAYER_ACTOR performing_animation "WALK_csaw"0611:   actor $PLAYER_ACTOR performing_animation "WALK_fat"0611:   actor $PLAYER_ACTOR performing_animation "WALK_player"0611:   actor $PLAYER_ACTOR performing_animation "WALK_rocket"0611:   actor $PLAYER_ACTOR performing_animation "WALK_shuffle"// You should add more movement anims such as the crouching movement;)then// You may need to change the rotation and offset.// Change the offset to meet the players head.// Change the rotation so that the flame looks like it's interacting with how fast you are moving.// If the flame faces the wrong way when you run, use the second rotation parameter or make the number a negative.066A: [email protected] = attach_particle "flame" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 3.0 rotation 0.5 0.0 0.0 flag 1endif0611:   actor $PLAYER_ACTOR performing_animation "Player_Sneak"then// This ones rotation is set less because the player is walking, not running. May still need adjusting.066A: [email protected] = attach_particle "flame" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 3.0 rotation 0.2 0.0 0.0 flag 1endif or0611:   actor $PLAYER_ACTOR performing_animation "run_1armed"0611:   actor $PLAYER_ACTOR performing_animation "run_armed"0611:   actor $PLAYER_ACTOR performing_animation "run_csaw"0611:   actor $PLAYER_ACTOR performing_animation "run_fat"0611:   actor $PLAYER_ACTOR performing_animation "run_left"0611:   actor $PLAYER_ACTOR performing_animation "run_player"0611:   actor $PLAYER_ACTOR performing_animation "run_right"0611:   actor $PLAYER_ACTOR performing_animation "run_rocket"then066A: [email protected] = attach_particle "flame" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 3.0 rotation 0.0 0.0 0.0 flag 1end

 

 

This should make the flame go backwards if the player is moving. But will probably need some adjustments. Run in a loop... (By the way, I don't mean physically run in a loop... tounge2.gif)

 

I've not tested it. My game locks the computer up every time I go outside and I don't wanna risk it again. I'd have to restart my PC in my other O/S to test it wink.gif

Edited by Deji

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2pacproducer2

As solomsolom said, try using "FIRE" particle, not "FLAME"

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Deji
As solomsolom said, try using "FIRE" particle, not "FLAME"

He said it was too big. Looks un-natural as the fire of Ghostriders head. The other one is sized better smile.gif

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bull.04

Hey Deji, my fire wasn't showing up for some reason. I typed in the word but nothing happened. lol I need help. I got the walking and running stuff working, now all I need to do is find out how to get the flames to do the effect like when he is walking but he is standing still. Can anyone make it do that?

Edited by bull.04

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Deji

Oh, sorry. Use this opcode:

 

 

064C: make_particle [email protected] visible

 

 

At the very end of the code I posted smile.gif

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bull.04

still don't show up lolz.

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bull.04

Look at the molotov. When you hold it it is going up instead of the big ball. I just need it to do that. I don't want anything more sofisticated lol.

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TheSiggi

"molotov_flame" this one?

 

I don't understand your problem

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bull.04

If you look at the pics on my 2nd post. Look at Standing Still. You know how the molotov flame has the flame going upwards as if real fire? I wanted that on the flame that I made but instead its just a big yellow ball on your head.

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TheSiggi
If you look at the pics on my 2nd post. Look at Standing Still. You know how the molotov flame has the flame going upwards as if real fire? I wanted that on the flame that I made but instead its just a big yellow ball on your head.

But the little flame ontop of the bottle doesn't move while throing the bottle....it's always at the same position: at the side of the bottleneck

 

You should contact SAK to ask him whether he would be so kind to create a samll realistic flame for your mod...I'm pretty sure he will do if he can

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bull.04

SAK? who is that?

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TheSiggi

WHAT THE F......!!!!

 

you don't know [sAK*]KING_OF_SA?????

 

he kaekes the best effeck mods for SA

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