Script - Scripted Flak
From FreeSpace Wiki
Function
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.
Table Entry
flak-sct.tbm
#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
Notes
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.