I need help...please.
Posted: Fri May 21, 2010 1:01 pm
Hi.
Here is what I am trying to do.
I would like to see puffs of blood show up when the enemy gets hit with bullets.
I edited the 'efx.csv' and reduced the scale start, and the scale step to show much smaller puffs of smoke when they fire their weapon, and also reduced the length of time it stays.
Now I have been poking around with the 'munitions.csv', and noticed these lines.
IDS_AMMO_SB_Canister,GFX_Burst_Canister,1,1,0,200,,50,1,0.55,27,SFX_Explosion_Canister
Now, I was trying to see if I can add the Ammo ID from the 'rifles.csv', and place these values into the 'munitions.csv', and add a graphic (blood puff which I haven't made yet).
I'll give an example in for the 'munitions.csv'.
IDS_ARSN_Musket_71_caliber,GFX_Blood_Puff(to be made),1(smoke on),1(air burst or 0 for ground),40(min range),93(Max Range),0.4(prob Kill),1(max Kill),0.01(miss moral decrease),0(No Idea for canister angle),1 (canister #),(leave this blank for sound file)
I can't seem to find any AMMO ID for the rifles, just the ARSN ID.
Also, how does someone even make a graphic for a blood puff? Can I make a bmp (paint shop), then convert it to a tga,
and what size would I save the tga file, or bmp?
I've been tinkering allot lately to get this to work, and I just can't seem to figure this out, even though it seems logical to me.
I could be barking up the wrong tree here. I'm not sure, but if anyone can point me in the right direction, I would really appreciate it.
Cheers...
Here is what I am trying to do.
I would like to see puffs of blood show up when the enemy gets hit with bullets.
I edited the 'efx.csv' and reduced the scale start, and the scale step to show much smaller puffs of smoke when they fire their weapon, and also reduced the length of time it stays.
Now I have been poking around with the 'munitions.csv', and noticed these lines.
IDS_AMMO_SB_Canister,GFX_Burst_Canister,1,1,0,200,,50,1,0.55,27,SFX_Explosion_Canister
Now, I was trying to see if I can add the Ammo ID from the 'rifles.csv', and place these values into the 'munitions.csv', and add a graphic (blood puff which I haven't made yet).
I'll give an example in for the 'munitions.csv'.
IDS_ARSN_Musket_71_caliber,GFX_Blood_Puff(to be made),1(smoke on),1(air burst or 0 for ground),40(min range),93(Max Range),0.4(prob Kill),1(max Kill),0.01(miss moral decrease),0(No Idea for canister angle),1 (canister #),(leave this blank for sound file)
I can't seem to find any AMMO ID for the rifles, just the ARSN ID.
Also, how does someone even make a graphic for a blood puff? Can I make a bmp (paint shop), then convert it to a tga,
and what size would I save the tga file, or bmp?
I've been tinkering allot lately to get this to work, and I just can't seem to figure this out, even though it seems logical to me.
I could be barking up the wrong tree here. I'm not sure, but if anyone can point me in the right direction, I would really appreciate it.
Cheers...