Script - Scripted Flak
Creates particles that are closely attached to certain weapon effects—in this case, to flak weapons. This ought to fix the potential problem of missing or double glowpoints appearing with normal particle spew (pspew) option.
#Conditional Hooks $State: GS_STATE_GAME_PLAY $On Frame: [ floatMissionTime = mn.getMissionTime() if floatMissionTime ~= nil then floatFrameTime = ba.getFrametime(true) if textureFlak == nil then --Define the graphics file used for the flak - in this example file used is 'lglow3.dds' textureFlak = gr.loadTexture("lglow3") vectorNull = ba.createVector(0,0,0) end --Iterate through all the weapons for j=1,#mn.Weapons do objectWeapon = mn.Weapons[j] --If weapon type is the one within "s then... stringWeaponType = objectWeapon.Class.Name if stringWeaponType == "Flak Energy" then --Create particle effect where the weapon is ATM --One can always increase the 'frametime' to frametime x 4 etc if needed. ts.createParticle(vectorNull,vectorNull,floatFrameTime,2.0,PARTICLE_BITMAP,-1,false,textureFlak,objectWeapon) end end end ] #End
Requires that the flak weapons are stripped of their respective particle spew settings. That is weapon flag "particle spew" and also all the lines from $Pspew: to +Bitmap: should be removed.