(TUTORIAL) Make your own explosions

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rEsTnPeAcEz
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(TUTORIAL) Make your own explosions

Post by rEsTnPeAcEz » Sat Sep 01, 2012 7:25 pm

Ok alot of people has been wondering how to make a nuke or a new kind of grenade that has the colour green for example.

All you have to do to make the explosion bigger is to go to pctl (Particle System) tag and go to for example scorpion explosion and change the radius for the explosion in the meta editor to for example 20.

To make the damage just go to jpt tag and go to the desired explosion and change the radius to what you like.

You can change the colour in the ligh tag and more. So you dont really need to import any explosion effects because you can create one. I did it and it works.

One thing i would like that you experiment with other stuff because the explosion might still not look amazing.

Good Luck .````:)

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Re: (TUTORIAL) Make your own explosions

Post by Sparky » Mon Sep 03, 2012 9:13 am

You can change the colors in the jpt! tag, and these will appear as a general colorization of the player's screen when they get hit by the jpt! damage.
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Re: (TUTORIAL) Make your own explosions

Post by rEsTnPeAcEz » Mon Sep 03, 2012 6:11 pm

Isn't there no differences when you do ligh.

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Re: (TUTORIAL) Make your own explosions

Post by Sparky » Fri Sep 07, 2012 1:18 pm

The ligh tag functions properly, just a matter of adjusting the tag's metadata values. And making sure it is referenced properly by the tag that is using it.
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Re: (TUTORIAL) Make your own explosions

Post by rEsTnPeAcEz » Fri Sep 07, 2012 2:50 pm

Sparky wrote:The ligh tag functions properly, just a matter of adjusting the tag's metadata values. And making sure it is referenced properly by the tag that is using it.

Because the color you've been talking about in the jpt tag is only a screen flash which is css.

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Re: (TUTORIAL) Make your own explosions

Post by Sparky » Sat Sep 08, 2012 2:44 pm

The jpt! tag is CSS. In fact, it might be the only thing visual in the game that is CSS. Just because a mod2 is referenced by a vehi tag and the vehi tag is CSS, that doesn't make the referenced mod2 tag CSS. But if coloring from the jpt! tag is CSS, then that probably means that all the metadata in a tag known to be CSS is CSS.

Nice discussion ;)
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Re: (TUTORIAL) Make your own explosions

Post by rEsTnPeAcEz » Sat Sep 08, 2012 3:44 pm

I wish everthing was CSS speaking about that can't you guys make things not CSS to CSS like CSS projectile changes?

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Re: (TUTORIAL) Make your own explosions

Post by kiddten » Sat Sep 08, 2012 3:57 pm

because halo doesn't work that way.
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Re: (TUTORIAL) Make your own explosions

Post by rEsTnPeAcEz » Sat Sep 08, 2012 5:35 pm

I mean if they can do some hex editing like CSS projectile changes too make things that aren't CSS to CSS

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Re: (TUTORIAL) Make your own explosions

Post by kiddten » Sat Sep 08, 2012 5:38 pm

yes, I know.
halo doesn't work that way.
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Re: (TUTORIAL) Make your own explosions

Post by Sparky » Sun Sep 09, 2012 6:53 am

All we do is trick or circumvent the engine limitations to achieve what it was not intended to support. That's why there are almost always several different ways you can accomplish a similar result.
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Re: (TUTORIAL) Make your own explosions

Post by a bullet » Sun Sep 09, 2012 6:11 pm

Projectile swaps are (somewhat) CSS if you use Fuel's plugins (I think, it might be another plugin setup) and go to weap>reflexives>triggers>triggers 1>bitmask32s and uncheck 'projectile is client-side only. This is the easiest way to get other players to see the projectile changes if they don't have the mod downloaded.
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