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How must I code the flamethrower to avoid these graphic troubles?
Posted: Thu Apr 11, 2024 11:24 am
by Nomada_Firefox
I have recorded a video showing how the flamethrower works but I believe that very probable it is wrong because when I added it, there was not the graphic effect. But I am not sure if it is by the ammo, weapon or other feature from the game.
You can watch the video here, go to the time 7:05
https://youtu.be/OSlDf8bsGVo
Re: How must I code the flamethrower to avoid these graphic troubles?
Posted: Sun Apr 14, 2024 12:25 am
by SteveMcClaire
Hi Nomada_Firefox -- in the weapons data you use weapon type 7 = 'Flame' to set a weapon as a flamethrower. This should use the new animation (though the default is not really great looking as it is something I cobbled together as an example) when the weapon fires. Then for the ammunition you want to give it an explosive charge type 7 (flammable liquid.) There are some sample flamethrowers and flamethrower ammo entries in the stock data workbook -- check out weapon index 82 and ammunition index 3.
Re: How must I code the flamethrower to avoid these graphic troubles?
Posted: Mon Apr 15, 2024 9:12 pm
by Nomada_Firefox
Thanks.