Max Pyne Bullet Efect

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vagoneta
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Max Pyne Bullet Efect

Post by vagoneta » Wed Feb 13, 2008 5:41 am

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 » Wed Feb 13, 2008 4:14 pm

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 » Fri Feb 15, 2008 3:26 am

mmm. very compicate. In a future cant be in a entity?

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Re: Max Pyne Bullet Efect

Post by paradoxnj » Fri Feb 15, 2008 9:07 pm

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 » Tue Feb 19, 2008 8:10 pm

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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Re: Max Pyne Bullet Efect

Post by Spyrewolf » Wed Feb 20, 2008 12:38 am

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 » Sun Feb 24, 2008 7:50 pm

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

Post by jonas » Tue Feb 26, 2008 4:35 pm

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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Re: Max Pyne Bullet Efect

Post by darksmaster923 » Wed Feb 27, 2008 12:32 am

use fireprojectile and decal effects
Herp derp.

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madness
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Re: Max Pyne Bullet Efect

Post by madness » Wed Feb 27, 2008 11:51 pm

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

Post by jonas » Fri Feb 29, 2008 1:15 am

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 » Sun Oct 12, 2008 1:49 am

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

Post by lprd2007 » Mon Jan 04, 2010 1:00 am

And bullet time? LOL

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