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Add: Fire Visuals For Aflame Units #1103
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The effect is removed immediately when the vehicle stops losing health. |
Ah okay, when it is linked to actual damage duration, then that duration makes sense. Is quite long. |
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Done for the base factions. We need a map with all the civ vehicles (Crush test has no player controllable flamer). Buildings already burn when damaged and AFLAME: engine creates larger fires and less smoke at FireS/M/Lxx memory points while burning. Base defenses lack these, so I recommend to at least add the flame to Tunnel/Stinger/Patiot/Fire Base/Bunker/Gattling/Prop Tower and Demo Trap. |
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z-Positions of the fire now editable in INI. Should look better now. Can be fine tuned for each unit. |
End | ||
ConditionState = AFLAME | ||
Model = FireSource | ||
ParticleSysBone = Source05 AflameVehicleMedium |
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SourceXX where XX is z position in feet. Range [00-20] where 00 is the floor.
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Nice. Perhaps call the bones X00Y00Z00-X00Y00Z20 or Center00-Center20? This would communicate their position more clearly.
We need to check that carrying these extra 20 bones per each object is ok.
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The bones only exist when AFLAME. No model otherwise.
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Renamed to CenterZxx. It's supposed to mean the center x,y at z=...
I haven't added it to aircraft or civilian cars yet. It may also need to be added to base defenses. |
buildings?Buildings already handle AFLAME status via FireS/M/L hard-coded bones.