Gian_Yagami Posted January 30, 2018 Share Posted January 30, 2018 I want to modify some effects in model such as removing flickering corona in missle and I am curious how could molotov cocktails have fire particle when characters grab in hand even default model has no particle effects. Link to comment Share on other sites More sharing options...
kkjj Posted January 30, 2018 Share Posted January 30, 2018 For Molotov fire.. there is effect name- Molotov_fire(present in effects.fxp), just edit its texture (which are present in effectspc.txd).. Link to comment Share on other sites More sharing options...
Gian_Yagami Posted January 30, 2018 Author Share Posted January 30, 2018 For Molotov fire.. there is effect name- Molotov_fire(present in effects.fxp), just edit its texture (which are present in effectspc.txd).. can we attach another effects in other weapons just like molotov? Link to comment Share on other sites More sharing options...
kkjj Posted January 31, 2018 Share Posted January 31, 2018 I don't know. Link to comment Share on other sites More sharing options...
DK22Pac Posted February 3, 2018 Share Posted February 3, 2018 (edited) Molotov particle is created programmaly, when you select molotov as active weapon (you can find it in CPed::AddWeaponModel). Same thing for coronas on missile and flare models (CEntity::PreRender). Edited February 3, 2018 by DK22Pac Gian_Yagami 1 Link to comment Share on other sites More sharing options...
Gian_Yagami Posted February 3, 2018 Author Share Posted February 3, 2018 Molotov particle is created programmaly, when you select molotov as active weapon (you can find it in CPed::AddWeaponModel). Same thing for coronas on missile and flare models (CEntity::PreRender). if so, there's no way to intrupt hardcoded task. Yeah at least we know it. Link to comment Share on other sites More sharing options...