salut les gens, sa faisait longtemps ^^
puisque ce forum tombe un peu dans l'oubli, je vous propose un nouveau tweak a tester, a malaxer et a modifier si vous voulez.
entrons tout de suite dans le vif du sujet; a quoi ressemble cette arme ? je vous propose de zieuter ceci :
[img=http://images3.photomania.com/992840/1/_rad37D04.jpg]attention : cette photo a été obtenu après 10 min de bombardement intensif
bien.maintenant que vous l'avez vu, que vous vous êtes dit "houa ! c'est génial !" (tu l'a dit Invité ?) je vous propose les codes !
parttweak.xml :
- Code:
-
...
<ContainerResources href='WXPB_PlasmaGlow1'/>
<ContainerResources href='WXPB_PlasmaGlow2'/>
<ContainerResources href='WXPB_PlasmaGlowfinal'/>
...
<XContainerResourceDetails id='WXPB_PlasmaGlow1'>
<Value href='WXPB_PlasmaGlow1-0'/>
<Name>WXPB_PlasmaGlow1</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<ParticleEmitterContainer id='WXPB_PlasmaGlow1-0'>
<Comment></Comment>
<EmitterType>0</EmitterType>
<SpriteSet>Particle.WXSprite1</SpriteSet>
<MeshAnimNodeName></MeshAnimNodeName>
<EmitterAcceleration x='0' y='0' z='0' />
<EmitterAccelerationRandomise x='0' y='0' z='0' />
<EmitterIsAttachedToLand>false</EmitterIsAttachedToLand>
<EmitterIsOfInterest>false</EmitterIsOfInterest>
<EmitterIsLaunchedFromWeapon>false</EmitterIsLaunchedFromWeapon>
<EmitterLifeTime>65535</EmitterLifeTime>
<EmitterLifeTimeRandomise>0</EmitterLifeTimeRandomise>
<EmitterMaxParticles>8</EmitterMaxParticles>
<EmitterNumCollide>0</EmitterNumCollide>
<EmitterNumSpawn>2</EmitterNumSpawn>
<EmitterNumSpawnRadnomise>0</EmitterNumSpawnRadnomise>
<EmitterOriginOffset x='0' y='0' z='0' />
<EmitterOriginRandomise x='0' y='0' z='0' />
<EmitterParticleExpireFX></EmitterParticleExpireFX>
<EmitterParticleFX></EmitterParticleFX>
<EmitterSameDirectionAsWorm>false</EmitterSameDirectionAsWorm>
<EmitterSoundFX></EmitterSoundFX>
<EmitterSoundFXVolume>1</EmitterSoundFXVolume>
<EmitterSpawnFreq>20</EmitterSpawnFreq>
<EmitterSpawnFreqRansomise>20</EmitterSpawnFreqRansomise>
<EmitterSpawnSizeVelocity x='0' y='0' />
<EmitterStartDelay>0</EmitterStartDelay>
<EmitterVelocity x='0' y='0' z='0' />
<EmitterVelocityRandomise x='0' y='0' z='0' />
<ParticleAcceleration x='0' y='0' z='0' />
<ParticleAccelerationRandomise x='0' y='0' z='0' />
<ParticleAlpha>1</ParticleAlpha>
<ParticleAlphaFadeIn>0</ParticleAlphaFadeIn>
<ParticleAlphaVelocity>0</ParticleAlphaVelocity>
<ParticleAlphaVelocityDelay>0</ParticleAlphaVelocityDelay>
<ParticleAlternateAccelerationN>0</ParticleAlternateAccelerationN>
<ParticleAlternateAccelerationS>0</ParticleAlternateAccelerationS>
<ParticleAnimationFrame>0</ParticleAnimationFrame>
<ParticleAnimationFrameRandomise>0</ParticleAnimationFrameRandomise>
<ParticleAnimationSpeed>0</ParticleAnimationSpeed>
<ParticleAnimationSpeedRandomize>0</ParticleAnimationSpeedRandomize>
<ParticleAttractor x='0' y='0' z='0' />
<ParticleAttractorRandomise x='0' y='0' z='0' />
<ParticleAttractorIsActive>false</ParticleAttractorIsActive>
<ParticleCanEnterWater>false</ParticleCanEnterWater>
<ParticleCollisionFreq>0</ParticleCollisionFreq>
<ParticleCollisionImmuneTime>0</ParticleCollisionImmuneTime>
<ParticleCollisionMinAlpha>0</ParticleCollisionMinAlpha>
<ParticleCollisonRadius>1</ParticleCollisonRadius>
<ParticleCollisonRadiusOffset x='0' y='0' z='0' />
<ParticleCollisonRadiusVelocity>0.0015</ParticleCollisonRadiusVelocity>
<ParticleCollisionShowDebug>false</ParticleCollisionShowDebug>
<ParticleCollisionWormDamageMagnitude>255</ParticleCollisionWormDamageMagnitude>
<ParticleCollisionWormImpulseMagnitude>0</ParticleCollisionWormImpulseMagnitude>
<ParticleCollisionWormImpulseYMagnitude>0</ParticleCollisionWormImpulseYMagnitude>
<ParticleCollisionWormPoisonMagnitude>0</ParticleCollisionWormPoisonMagnitude>
<ParticleCollisionWormType>1</ParticleCollisionWormType>
<ParticleColor r='0' g='0.4' b='1' />
<ParticleColorBand>0.1</ParticleColorBand>
<ParticleExpireShake>false</ParticleExpireShake>
<ParticleExpireShakeLength>0</ParticleExpireShakeLength>
<ParticleExpireShakeMagnitude>0</ParticleExpireShakeMagnitude>
<ParticleIsAlternateAcceleration>false</ParticleIsAlternateAcceleration>
<ParticleIsEffectedByWind>false</ParticleIsEffectedByWind>
<ParticleIsSpiral>true</ParticleIsSpiral>
<ParticleIsUnderWaterEffect>false</ParticleIsUnderWaterEffect>
<ParticleLandCollideType>0</ParticleLandCollideType>
<ParticleLife>100</ParticleLife>
<ParticleLifeRandomise>0</ParticleLifeRandomise>
<ParticleMass>0</ParticleMass>
<ParticleNumColors>1</ParticleNumColors>
<ParticleNumFrames>0</ParticleNumFrames>
<ParticleOrientation x='0' y='0' z='0' />
<ParticleOrientationRandomise x='360' y='360' z='360' />
<ParticleOrientationVelocity x='0' y='0' z='0' />
<ParticleOrientationVelocityRandomise x='0' y='0' z='0' />
<ParticleSize x='160' y='160' />
<ParticleSizeOriginIsCenterPoint>false</ParticleSizeOriginIsCenterPoint>
<ParticleSizeRandomise>5</ParticleSizeRandomise>
<ParticleSizeVelocity x='10' y='10' />
<ParticleSizeVelocityRandomise x='5' y='5' />
<ParticleSizeVelocityDelay>200</ParticleSizeVelocityDelay>
<ParticleSizeVelocityDelayRandomise>0</ParticleSizeVelocityDelayRandomise>
<ParticleFinalSizeScale x='0' y='0' />
<ParticleFinalSizeScaleRandomise>0</ParticleFinalSizeScaleRandomise>
<ParticleSizeFadeIn>0</ParticleSizeFadeIn>
<ParticleSizeFadeInRandomize>0</ParticleSizeFadeInRandomize>
<ParticleSizeFadeInDelay>0</ParticleSizeFadeInDelay>
<ParticleSizeFadeInDelayRandomize>0</ParticleSizeFadeInDelayRandomize>
<ParticleRenderScene>0</ParticleRenderScene>
<ParticleSpiralRadius>10</ParticleSpiralRadius>
<ParticleSpiralRadiusRandomise>10</ParticleSpiralRadiusRandomise>
<ParticleSpiralRadiusVelocity>1</ParticleSpiralRadiusVelocity>
<ParticleSpiralRadiusVelocityRandomise>0</ParticleSpiralRadiusVelocityRandomise>
<ParticleSpiralRadiusSizeVelocity>0</ParticleSpiralRadiusSizeVelocity>
<ParticleVelocity x='10' y='0' z='0' />
<ParticleVelocityRandomise x='0' y='0' z='0' />
<ParticleVelocityIsNormalised>false</ParticleVelocityIsNormalised>
</ParticleEmitterContainer>
<XContainerResourceDetails id='WXPB_PlasmaGlow2'>
<Value href='WXPB_PlasmaGlow2-0'/>
<Name>WXPB_PlasmaGlow2</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<ParticleEmitterContainer id='WXPB_PlasmaGlow2-0'>
<Comment></Comment>
<EmitterType>0</EmitterType>
<SpriteSet>Particle.WXSprite1</SpriteSet>
<MeshAnimNodeName></MeshAnimNodeName>
<EmitterAcceleration x='0' y='0' z='0' />
<EmitterAccelerationRandomise x='0' y='0' z='0' />
<EmitterIsAttachedToLand>false</EmitterIsAttachedToLand>
<EmitterIsOfInterest>false</EmitterIsOfInterest>
<EmitterIsLaunchedFromWeapon>false</EmitterIsLaunchedFromWeapon>
<EmitterLifeTime>65535</EmitterLifeTime>
<EmitterLifeTimeRandomise>0</EmitterLifeTimeRandomise>
<EmitterMaxParticles>8</EmitterMaxParticles>
<EmitterNumCollide>0</EmitterNumCollide>
<EmitterNumSpawn>2</EmitterNumSpawn>
<EmitterNumSpawnRadnomise>0</EmitterNumSpawnRadnomise>
<EmitterOriginOffset x='0' y='0' z='0' />
<EmitterOriginRandomise x='0' y='0' z='0' />
<EmitterParticleExpireFX></EmitterParticleExpireFX>
<EmitterParticleFX></EmitterParticleFX>
<EmitterSameDirectionAsWorm>false</EmitterSameDirectionAsWorm>
<EmitterSoundFX></EmitterSoundFX>
<EmitterSoundFXVolume>1</EmitterSoundFXVolume>
<EmitterSpawnFreq>20</EmitterSpawnFreq>
<EmitterSpawnFreqRansomise>20</EmitterSpawnFreqRansomise>
<EmitterSpawnSizeVelocity x='0' y='0' />
<EmitterStartDelay>0</EmitterStartDelay>
<EmitterVelocity x='0' y='0' z='0' />
<EmitterVelocityRandomise x='0' y='0' z='0' />
<ParticleAcceleration x='0' y='0' z='0' />
<ParticleAccelerationRandomise x='0' y='0' z='0' />
<ParticleAlpha>1</ParticleAlpha>
<ParticleAlphaFadeIn>0</ParticleAlphaFadeIn>
<ParticleAlphaVelocity>0</ParticleAlphaVelocity>
<ParticleAlphaVelocityDelay>0</ParticleAlphaVelocityDelay>
<ParticleAlternateAccelerationN>0</ParticleAlternateAccelerationN>
<ParticleAlternateAccelerationS>0</ParticleAlternateAccelerationS>
<ParticleAnimationFrame>0</ParticleAnimationFrame>
<ParticleAnimationFrameRandomise>0</ParticleAnimationFrameRandomise>
<ParticleAnimationSpeed>0</ParticleAnimationSpeed>
<ParticleAnimationSpeedRandomize>0</ParticleAnimationSpeedRandomize>
<ParticleAttractor x='0' y='0' z='0' />
<ParticleAttractorRandomise x='0' y='0' z='0' />
<ParticleAttractorIsActive>false</ParticleAttractorIsActive>
<ParticleCanEnterWater>false</ParticleCanEnterWater>
<ParticleCollisionFreq>0</ParticleCollisionFreq>
<ParticleCollisionImmuneTime>0</ParticleCollisionImmuneTime>
<ParticleCollisionMinAlpha>0</ParticleCollisionMinAlpha>
<ParticleCollisonRadius>1</ParticleCollisonRadius>
<ParticleCollisonRadiusOffset x='0' y='0' z='0' />
<ParticleCollisonRadiusVelocity>0.0015</ParticleCollisonRadiusVelocity>
<ParticleCollisionShowDebug>false</ParticleCollisionShowDebug>
<ParticleCollisionWormDamageMagnitude>255</ParticleCollisionWormDamageMagnitude>
<ParticleCollisionWormImpulseMagnitude>0</ParticleCollisionWormImpulseMagnitude>
<ParticleCollisionWormImpulseYMagnitude>0</ParticleCollisionWormImpulseYMagnitude>
<ParticleCollisionWormPoisonMagnitude>0</ParticleCollisionWormPoisonMagnitude>
<ParticleCollisionWormType>1</ParticleCollisionWormType>
<ParticleColor r='1' g='0.4' b='0' />
<ParticleColorBand>0.1</ParticleColorBand>
<ParticleExpireShake>false</ParticleExpireShake>
<ParticleExpireShakeLength>0</ParticleExpireShakeLength>
<ParticleExpireShakeMagnitude>0</ParticleExpireShakeMagnitude>
<ParticleIsAlternateAcceleration>false</ParticleIsAlternateAcceleration>
<ParticleIsEffectedByWind>false</ParticleIsEffectedByWind>
<ParticleIsSpiral>true</ParticleIsSpiral>
<ParticleIsUnderWaterEffect>false</ParticleIsUnderWaterEffect>
<ParticleLandCollideType>0</ParticleLandCollideType>
<ParticleLife>100</ParticleLife>
<ParticleLifeRandomise>0</ParticleLifeRandomise>
<ParticleMass>0</ParticleMass>
<ParticleNumColors>1</ParticleNumColors>
<ParticleNumFrames>0</ParticleNumFrames>
<ParticleOrientation x='0' y='0' z='0' />
<ParticleOrientationRandomise x='360' y='0' z='0' />
<ParticleOrientationVelocity x='0' y='0' z='0' />
<ParticleOrientationVelocityRandomise x='0' y='0' z='0' />
<ParticleSize x='300' y='60' />
<ParticleSizeOriginIsCenterPoint>true</ParticleSizeOriginIsCenterPoint>
<ParticleSizeRandomise>5</ParticleSizeRandomise>
<ParticleSizeVelocity x='10' y='0' />
<ParticleSizeVelocityRandomise x='5' y='0' />
<ParticleSizeVelocityDelay>200</ParticleSizeVelocityDelay>
<ParticleSizeVelocityDelayRandomise>0</ParticleSizeVelocityDelayRandomise>
<ParticleFinalSizeScale x='0' y='0' />
<ParticleFinalSizeScaleRandomise>0</ParticleFinalSizeScaleRandomise>
<ParticleSizeFadeIn>0</ParticleSizeFadeIn>
<ParticleSizeFadeInRandomize>0</ParticleSizeFadeInRandomize>
<ParticleSizeFadeInDelay>0</ParticleSizeFadeInDelay>
<ParticleSizeFadeInDelayRandomize>0</ParticleSizeFadeInDelayRandomize>
<ParticleRenderScene>0</ParticleRenderScene>
<ParticleSpiralRadius>10</ParticleSpiralRadius>
<ParticleSpiralRadiusRandomise>10</ParticleSpiralRadiusRandomise>
<ParticleSpiralRadiusVelocity>1</ParticleSpiralRadiusVelocity>
<ParticleSpiralRadiusVelocityRandomise>0</ParticleSpiralRadiusVelocityRandomise>
<ParticleSpiralRadiusSizeVelocity>0</ParticleSpiralRadiusSizeVelocity>
<ParticleVelocity x='30' y='10' z='0' />
<ParticleVelocityRandomise x='30' y='10' z='0' />
<ParticleVelocityIsNormalised>false</ParticleVelocityIsNormalised>
</ParticleEmitterContainer>
<XContainerResourceDetails id='WXPB_PlasmaGlowfinal'>
<Value href='WXPB_PlasmaGlowfinal-0'/>
<Name>WXPB_PlasmaGlowfinal</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<EffectDetailsContainer id='WXPB_PlasmaGlowfinal-0'>
<EffectNames>WXPB_PlasmaGlow1</EffectNames>
<EffectNames>WXPB_PlasmaGlow2</EffectNames>
</EffectDetailsContainer>
vous avez peut-être remarqué que ces particules sont tiré d'une autre. elle n'ont néanmoins plus grand chose a voir avec la particule d'origine.
weaptwk.xml :vous prenez n'importe quel arme (genre grenade), vous chercher cette ligne :
- Code:
-
<DetonationFx>nom de la particule d'origine</DetonationFx>
et a la place, vous mettez ceci :
- Code:
-
<DetonationFx>WXPB_PlasmaGlowfinal</DetonationFx>
attention : cette particule dure tout le temps de la partie. ceci dit, vu qu'il n'y a que 2 particule, vous pouvez mettre jusqu'à 120
explosions avant que les autres particules n'apparaissent plus.
P.S : vu que ce forum dort, je vous propose de poster toutes les modifications que vous pourriez apporter a cette arme (avec une photo en + svp)
EDIT de Easytwk : Suppression des mises en formes inutiles.