Function-X- Posted May 5, 2011 Share Posted May 5, 2011 (edited) So yeah i think it would be great to have that feature, Specially that half of SA mods is military based 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 Edited May 8, 2011 by Function-X- Link to comment Share on other sites More sharing options...
Bad.boy! Posted May 5, 2011 Share Posted May 5, 2011 the muzzle flash is in the .txd of each weapon, you can replace that texture with an other texture. Link to comment Share on other sites More sharing options...
kmlwin.1996 Posted May 5, 2011 Share Posted May 5, 2011 It's all about effects that you make Function -X-. Not CLEO theme. Link to comment Share on other sites More sharing options...
yair1221 Posted May 5, 2011 Share Posted May 5, 2011 if you are talking about the shape of the muzzle flash, its in the weapon dff(assuming you have a default weapon) Link to comment Share on other sites More sharing options...
uNi Posted May 5, 2011 Share Posted May 5, 2011 Moved back on request. Link to comment Share on other sites More sharing options...
Function-X- Posted May 5, 2011 Author Share Posted May 5, 2011 (edited) Thanks Uni ! --------------- Nope you guys don't get it 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 And now thats the particle effect muzzle flash i was working on recently: Thats how you remove the DFF muzzle flash from your weapon model, And Unlock the particle effect version: ---------------------------------- 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 ? Edited May 7, 2011 by Function-X- Link to comment Share on other sites More sharing options...
kmlwin.1996 Posted May 5, 2011 Share Posted May 5, 2011 Sorry Function-X-. Uni, thanks for moving this topic back. I was wrong. Link to comment Share on other sites More sharing options...
DK22Pac Posted May 7, 2011 Share Posted May 7, 2011 Hey bro, nice idea) Removing original particle 0A8C: write_memory 0x4A0F26 size 23 value 0x90 virtual_protect 1 ^^Finally found it in IDA Note that it will removes ALL "gunflash" particles in game. And creating a new particle... Something like... if 0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next false pass_deads truethen repeat 0470: [email protected] = actor [email protected] current_weapon if and [email protected] > 22 [email protected] < 34 then if 02D6: actor [email protected] fires_weapon [email protected] in_rectangle_cornerA -3000.0 -3000.0 cornerB 3000.0 3000.0 then 0AB1: call_scm_func @getParticleNameByWeaponID 1 [email protected] [email protected] [email protected] [email protected] [email protected] // [email protected] 0AB1: call_scm_func @getCoordsAndAnglesForParticle 1 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] 066A: [email protected] = attach_particle [email protected] to_actor [email protected] with_offset [email protected] [email protected] [email protected] rotation [email protected] [email protected] [email protected] type 1 064C: make_particle [email protected] visible end end until 8AE1: not [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next true pass_deads trueend ^^ Just an example. Link to comment Share on other sites More sharing options...
Function-X- Posted May 7, 2011 Author Share Posted May 7, 2011 And it's possible ! Great job man, Should i start doing new muzzle flashes ? Link to comment Share on other sites More sharing options...
DK22Pac Posted May 8, 2011 Share Posted May 8, 2011 @Function - As you wish^^ Link to comment Share on other sites More sharing options...
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