Sereja Flamethrower

Started by Sereja, June 07, 2013, 11:27:23 AM

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June 07, 2013, 11:27:23 AM Last Edit: June 07, 2013, 11:32:30 AM by Sereja
Sereja Flamethrower

This is my WW2 flamethrower gun, and flamethrower tank addon.

[spoiler][/spoiler]

[spoiler][/spoiler]

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=969

Some of my model test pic, or "How to impress girlfriend":  :D

[spoiler][/spoiler]
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

That is incredible! Seriously amazing work!
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

Bwahaha! It must be time to make that TF2 Pyro class!


Er... yeah fantastic work Sereja!

Quote from: UNIT 33 on June 07, 2013, 12:05:27 PM
Bwahaha! It must be time to make that TF2 Pyro class!


Er... yeah fantastic work Sereja!
I will look forward to playing as that class, Unit...  :shady:

Anyways, looks very pleasing! Tell us Sereja, are you planning to make a World War II map anytime soon? :)

The empty child with a flame thrower o.0
Now that, I would play!

:O If I ever do that WW2 map I've been wanting to, I will definitely use that. Did you make that flamethrower .odf as well?
=AaTc= Forever

SALLY....

-Retired Modder

Thank's, guys! :)
Perhaps, someday, I also try to create gas mask, or gas masked unit.
Unfortunataly, we may add only 1 addon per model :(.

Quote from: Snake on June 07, 2013, 06:16:56 PM
:O If I ever do that WW2 map I've been wanting to, I will definitely use that. Did you make that flamethrower .odf as well?

Well, usualy, I let people free, to create theyr own ordance or effects for my models, so, it's not included.
Still, here is my odfs:
all_weap_inf_flamethrower.odf
[spoiler][WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "rifle"
GeometryName = "flamethrower"


//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "3"
MaxRange = "6"

LockOnRange             = "14.0"
LockTime = "0.4"
LockOnAngle = "1.0"
LockTime = "1.0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

PitchSpread = "4.0"
YawSpread = "8.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

HeatPerShot = "0.055"
HeatRecoverRate = "0.2"
HeatThreshold = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "1.5"
ShotDelay = "0.0"
TriggerSingle = "0"
MaxPressedTime = "0.0"

SalvoCount = "1"
SalvoDelay = "0.25"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"

ShotsPerSalvo = "2"
ShotPatternCount = "2"
ShotPatternPitchYaw = "-0.1 -0.8"
//ShotPatternPitchYaw = "0.8 0.0"
ShotPatternPitchYaw = "-0.1 0.8"

OrdnanceName = "all_weap_inf_flamethrower_ord"
FirePointName = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture = "HUD_flame_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"

MuzzleFlashEffect = "com_sfx_weap_flamethrower_ord"
MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "0 60 255 255"
FlashLength         = "0.025"
FlashLightColor = "116 156 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"

ChargeRateLight         = "0.0"
MaxChargeStrengthLight  = "0.0"
ChargeDelayLight        = "0.0"
ChargeRateHeavy         = "0.0"
MaxChargeStrengthHeavy  = "0.0"
ChargeDelayHeavy        = "0.0"

RecoilLengthHeavy       = "1.5"
RecoilStrengthHeavy     = "1"
RecoilDecayHeavy        = "0.75"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound           = ""
FireEmptySound      = "com_weap_inf_ammo_empty"
FireLoopSound       = ""
ReloadSound         = "all_weap_inf_reload_lg"
ChargeSound         = "all_weap_inf_tracking_unit"
ChargeSoundPitch    = "0.0"
ChangeModeSound = "all_weap_inf_equip_lg"
WeaponChangeSound = "all_weap_inf_equip_lg"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_torpedo_mvt_jump"
LandSound           = "all_weap_inf_torpedo_mvt_land"
RollSound           = "all_weap_inf_torpedo_mvt_roll"
ProneSound          = "all_weap_inf_torpedo_mvt_squat"
SquatSound          = "all_weap_inf_torpedo_mvt_lie"
StandSound          = "all_weap_inf_torpedo_mvt_getup"
[/spoiler]

all_weap_inf_flamethrower_ord.odf
[spoiler]
Quote[OrdnanceClass]
ClassLabel       = "bullet"

[Properties]
ImpactEffectWater    = "watersplash_sm"

//GeometryName       = "com_weap_missile"
ExplosionExpire      = "all_weap_inf_flamethrower_expire_exp"
ExplosionImpact      = "all_weap_inf_flamethrower_exp"
//ImpactEffect      = "medium_explosion"
TrailEffect      = "com_sfx_weap_flamethrower_ord"

LightColor              = "253 163 35 75"
LightRadius             = "4.0"

Damage          = "120.0"

LifeSpan      = "0.16"
Velocity       = "40.0"
Gravity         = "0.0"
Rebound         = "0.3"
Friction      = "1.5"

WaverRate      = "0.33"
WaverTurn      = "0.5"

VehicleScale      = "0.0"
PersonScale       = "1.0"
DroidScale       = "1.0"
AnimalScale      = "0.5"
BuildingScale      = "0.0"

StickPerson      = 1
StickAnimal      = 1
StickDroid      = 1
StickVehicle      = 0
StickBuilding      = 0
StickBuildingDead   = 0
StickBuildingUnbuilt   = 0
StickTerrain      = 0

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "0"
TargetBuilding      = "0"

MinRange      = "0"
OptimalRange      = "5"
MaxRange      = "9"

OrdnanceSound      = "com_weap_inf_ord_hum_rocket"
[/spoiler]

all_weap_inf_flamethrower_exp.odf
[spoiler][ExplosionClass]

ClassLabel = "explosion"

[Properties]
WaterEffect = ""

Effect = "com_sfx_inf_damage_fire"

Damage = "270.0"
DamageRadius = "0.5"

Push   = "0.0"
PushRadius   = "0.0"

VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
AnimalScale = "1.0"
ShieldScale = "5.0"

SoundProperty = ""
[/spoiler]

all_weap_inf_flamethrower_expire_exp.odf
[spoiler][ExplosionClass]

ClassLabel = "explosion"

[Properties]
WaterEffect = ""

Effect = ""

Damage = "170.0"
DamageRadius = "0.5"

Push   = "0.0"
PushRadius   = "0.0"

VehicleScale = "0.0"
PersonScale = "0.5"
DroidScale = "0.5"
BuildingScale = "0.0"
AnimalScale = "0.5"
ShieldScale = "5.0"

SoundProperty = ""
[/spoiler]

I am use almost stock BF2 effects:

com_sfx_weap_flamethrower_ord.fx
[spoiler]ParticleEmitter("Flame")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0200);
BurstCount(2.0000,2.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(25.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(0.8000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(1.0000,1.0000);
VelocityScale(15.0000,20.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.2000);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -360.0000, 0.0000);
RotationVelocity(0, -255.0000, 257.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
Accelerate(0.0000, 2.0000, 0.0000);
}
Size(0)
{
LifeTime(0.5000)
Scale(10.0000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,200.0000);
Next()
{
LifeTime(0.4900)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_explosion4");
}
}
[/spoiler]

com_sfx_inf_damage_fire.fx
[spoiler]ParticleEmitter("BlackSmoke")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.5000, 0.7000);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 100.0000, 100.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(7.0000)
Accelerate(0.0000, 5.0000, 0.0000);
}
Size(0)
{
LifeTime(6.0000)
Scale(5.0000);
}
Color(0)
{
LifeTime(0.5000)
Move(0.0000,0.0000,0.0000,0.0000);
Next()
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,16.0000);
Next()
{
LifeTime(0.5000)
Move(0.0000,0.0000,0.0000,-16.0000);
}
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_smoke3");
}
ParticleEmitter("Flame_Emitter")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0800, 0.0800);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1800);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2500);
Position()
{
LifeTime(0.2500)
Reach(0.0000, 7.0000, 0.0000);
}
Size(0)
{
LifeTime(0.3000)
Scale(0.5000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.2490)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("SPARK");
SparkLength(0.1250);
Texture("com_sfx_flames1");
}
ParticleEmitter("Flame_Emitter")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0900, 0.0900);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1800);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2500);
Position()
{
LifeTime(0.2500)
Reach(0.0000, 7.0000, 0.0000);
}
Size(0)
{
LifeTime(0.3000)
Scale(0.5000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.2490)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("SPARK");
SparkLength(0.1250);
Texture("com_sfx_flames2");
}
ParticleEmitter("Flame_Emitter")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0750, 0.0750);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1800);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2500);
Position()
{
LifeTime(0.2500)
Reach(0.0000, 7.0000, 0.0000);
}
Size(0)
{
LifeTime(0.3000)
Scale(0.5000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.2490)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("SPARK");
SparkLength(0.1250);
Texture("com_sfx_flames3");
}
}
}
}
}
[/spoiler]
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

It appears none of the smolder lines actually work in game. These properties aren't supported in any BF1 ODF ClassLabels so I assume its code from BF2. I nulled the lines out for better OC stability.

SmolderEffectTimer = "5.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"


These are probably the best flamethrower assets out so far, especially because of the models. Thanks a ton for sharing them. We will see how much the FPS drops because of the FX. I will be tweaking some other settings so they burn down buildings as well.