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.