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[SOLVED] Add the exploding barrel effect

Give us your input on how we may improve the ScriptAPI in the game in future versions.
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NearHuscarl
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[SOLVED] Add the exploding barrel effect

Post by NearHuscarl » Sun Mar 01, 2020 1:18 pm

Can you add a fifth parameter in IGame.SpawnProjectile() to show the explode effect when the bullet is out of the barrel?

Can you add the exploding barrel effect when bullet is going out of the barrel?

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Last edited by NearHuscarl on Tue Mar 10, 2020 4:07 am, edited 2 times in total.
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Mr Argon
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Post by Mr Argon » Sun Mar 01, 2020 9:03 pm

You actually can use Game.PlayEffect() to achieve that. Search the ScriptAPI for effect names and parameters.
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NearHuscarl
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Post by NearHuscarl » Mon Mar 02, 2020 3:59 am

I'd looked into EffectNames before I posted this. Unless I missed something, there is no way to do that.
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Post by Gurt » Mon Mar 02, 2020 7:30 pm

Try to create the effect by using the string "MZLED" which REQUIRES args[0] to be an int. Just send in 0.
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Post by NearHuscarl » Mon Mar 02, 2020 8:13 pm

Code: Select all

Game.PlayEffect("MZLED", Vector2.Zero, 0);
 
Showed nothing. Log said failed to create effect. I assume the arg[0] is the UniqueID of an IObject but changing it to the id of a nearby object still didn't work.
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Post by Mr Argon » Tue Mar 03, 2020 12:05 am

Try checking in the script of "Operation Sunrise" un "The Courtyard" part, there are some flak cannons that use this code. Just copypaste an tweak it, it should work that way.
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Post by NearHuscarl » Tue Mar 03, 2020 4:04 am

Mr Argon wrote:
Tue Mar 03, 2020 12:05 am
Try checking in the script of "Operation Sunrise" un "The Courtyard" part, there are some flak cannons that use this code. Just copypaste an tweak it, it should work that way.
Thank you! I didn't know that, it works perfectly now. Gurt should update the EffectNames btw because I didn't see it

Code: Select all

// Second argument Position is useless
// arg[0] is IObject's Unique ID. the argument will be spawned at IObject.GetWorldPosition()
// arg[1] is the weapon muzzle. So far I found
// "MuzzleFlashAssaultRifle" - AssaultRifle
// "MuzzleFlashL" - M60
// "MuzzleFlashM" - MP50, Pistol, Pistol45
// "MuzzleFlashS" - Cabine, Flare Gun, Grenade Launcher, Magnum, Revolver, Sniper
// "MuzzleFlashBazooka" - Bazooka
// "MuzzleFlashShotgun" - Dark Shotgun, Pump Shotgun
Game.PlayEffect("MZLED", Vector2.Zero, m_tip.UniqueID, "MuzzleFlashAssaultRifle");
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