How to change rocket smoke color

Discussions about Coding and Scripting
JackGriffin
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Re: How to change rocket smoke color

Post by JackGriffin »

Open ed and plaster them to some random wall in any map. You'll see they are white and when you look at the texture it's calling botpack like your new package doesn't exist.
So long, and thanks for all the fish
iloveut99
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Joined: Mon Aug 16, 2010 10:25 pm

Re: How to change rocket smoke color

Post by iloveut99 »

Yeah you are right, I changed the name of the images and seems is working now, I've also updated the classes to the correct name.
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JackGriffin
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Re: How to change rocket smoke color

Post by JackGriffin »

Woot! Did it compile ok?
So long, and thanks for all the fish
iloveut99
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Re: How to change rocket smoke color

Post by iloveut99 »

No same error, it still says it don't find the texture.
JackGriffin
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Re: How to change rocket smoke color

Post by JackGriffin »

OK, here you go:

Code: Select all

//=============================================================================
// ColorSmokeTrail.
//=============================================================================

class ColorSmokeTrail extends Effects;

#exec MESH IMPORT MESH=Smokebm ANIVFILE=MODELS\strail_a.3D DATAFILE=MODELS\strail_d.3D
#exec MESH ORIGIN MESH=Smokebm X=-600 Y=0 Z=0 YAW=128
#exec MESH SEQUENCE MESH=Smokebm SEQ=All       STARTFRAME=0   NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=Smokebm X=0.1 Y=0.001 Z=0.001

#exec OBJ LOAD FILE=textures\coloredSmoke.utx PACKAGE=colorSmoke.blueSmoke

var int Curr;
var bool bRandomize, bEven;
var int Vert[8];

function PostBeginPlay()
{
    local int i;
    Super.PostBeginPlay();
    SetTimer(1.4, false);
    if ( bRandomize && (FRand() < 0.4) )
        MultiSkins[5 + Rand(2)] = Texture'colorSmoke.blueSmoke.xUS3_A00';
}

function Timer()
{
    if ( Curr >= 0 )
    {
        MultiSkins[Vert[Curr]] = None;
        Curr--;
        if ( Curr >= 0 )
            SetTimer(0.025, false);
    }
}

defaultproperties
{
     bRandomize=true
     Curr=7
     Physics=PHYS_Projectile
     RemoteRole=ROLE_None
     LifeSpan=1.60000
     DrawType=DT_Mesh
     Style=STY_Translucent
     Texture=Texture'colorSmoke.blueSmoke.xus1_a00'
     Mesh=Mesh'Botpack.Smokebm'
     DrawScale=2.000000
     ScaleGlow=0.800000
     bParticles=True
     bRandomFrame=true
     bMeshCurvy=False
     bUnlit=true
     Velocity=(x=0,y=0,z=50)
     MultiSkins(0)=Texture'coloredSmoke.blueSmoke.xus8_a00'
     MultiSkins(1)=Texture'coloredSmoke.blueSmoke.xUS3_A00'
     MultiSkins(2)=Texture'coloredSmoke.blueSmoke.xus8_a00'
     MultiSkins(3)=Texture'coloredSmoke.blueSmoke.xus2_a00'
     MultiSkins(4)=Texture'coloredSmoke.blueSmoke.xus1_a00'
     MultiSkins(5)=Texture'coloredSmoke.blueSmoke.xus2_a00'
     MultiSkins(6)=Texture'coloredSmoke.blueSmoke.xus1_a00'
     MultiSkins(7)=Texture'coloredSmoke.blueSmoke.xus8_a00'
     Vert(0)=1
     Vert(1)=7
     Vert(2)=3
     Vert(3)=6
     Vert(4)=2
     Vert(5)=5
     Vert(6)=0
     Vert(7)=4
}
I removed the jump from UTSmoke and subclassed Effects. I also added a package load for the texture pack.
So long, and thanks for all the fish
iloveut99
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Posts: 231
Joined: Mon Aug 16, 2010 10:25 pm

Re: How to change rocket smoke color

Post by iloveut99 »

Thanks I'm going to check this soon.
JackGriffin
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Re: How to change rocket smoke color

Post by JackGriffin »

No problem. It compiles. BTW don't forget about the seeking rocket too once you get this code all working right.

This is my last day of vacation so if It takes me a day to reply don't worry.
So long, and thanks for all the fish