Max Pyne Bullet Efect

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vagoneta
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Max Pyne Bullet Efect

Post by vagoneta »

HERE its a modification for Genesis-3D thats add bullet efect to the games.
Please, add this to RF :D
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paradoxnj
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Re: Max Pyne Bullet Efect

Post by paradoxnj »

Hmm...all this does is check for a collision of a bullet using ray collision and spawn a particle system at that location to simulate the bullet bouncing off the surface. I'm not entirely sure, but I think this can be done via script right now. Juutis, Jay, or Jonas, can you validate my suspicion?
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vagoneta
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Re: Max Pyne Bullet Efect

Post by vagoneta »

mmm. very compicate. In a future cant be in a entity?
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paradoxnj
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Re: Max Pyne Bullet Efect

Post by paradoxnj »

It's an effect, not an entity. In my opinion, this should be done via scripting to give the developers an option not to use it.
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fps
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Re: Max Pyne Bullet Efect

Post by fps »

where the h**l did you find this!?!?!
this looks really good, i always wanted to add 3 dimentional effects to my grenade explosions and stuff.
like a shower of sparks that arc up into the air then shower down.
i think the important thing here is that the effect travels away from the surface that it collides with.
i also think that its about time we requested that a good programmer update the effect capibilities. mabey a simple physics based actor explosion would be in order.
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Spyrewolf
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Re: Max Pyne Bullet Efect

Post by Spyrewolf »

don't quote me on this but i think this has already be partially implemented by Nout, a while back.
I'm not sure it the scripting functionality was put it though,

could be wrong, need a programmer to go over the code to confirm this.
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fps
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Re: Max Pyne Bullet Efect

Post by fps »

where are the programmers latley anyways? suppose everyones got a life too.
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Re: Max Pyne Bullet Efect

Post by jonas »

I'm not sure why you put my name up there ;-) But I looked and it looks like spray, and/or actorspray would do the job. If my memory serves me correctly almost every gun in the rf tech demo has particles flying from either impact or when fired. So yes I believe that it should be possible, to control it for impact with scripting. I'm a little brain dead and on a public computer or I would dig a little deeper.
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darksmaster923
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Re: Max Pyne Bullet Efect

Post by darksmaster923 »

use fireprojectile and decal effects
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madness
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Re: Max Pyne Bullet Efect

Post by madness »

or just add this.. but you know.. whatever.
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Re: Max Pyne Bullet Efect

Post by jonas »

why add something that is already there? No sense in reinventing the wheel. It might not be as easy as some might like. But, who ever said making a game was suppose to be really easy? :shock: Especially when your talking more advanced effects...
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Re: Max Pyne Bullet Efect

Post by GMer »

Ummm... I am a little confused on how to implement this :oops:
Could someone tell me how to? :roll:
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lprd2007
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Re: Max Pyne Bullet Efect

Post by lprd2007 »

And bullet time? LOL
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