Sereja Flamethrower
This is my WW2 flamethrower gun, and flamethrower tank addon.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi47.fastpic.ru%2Fbig%2F2013%2F0607%2F5c%2F23e761251fc2d6ff53a850dac87e125c.jpg&hash=0556c2a36458859e5b92a5f410db77c56cfc5f49)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi48.fastpic.ru%2Fbig%2F2013%2F0607%2Fc8%2Ff3f15af5aa663d6709f0a6529c9720c8.jpg&hash=94c0a3059be568f7d9e286c7e47385056d03a655)[/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 (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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi46.fastpic.ru%2Fbig%2F2013%2F0607%2F79%2F591c665988b8b767b7a91ad9bb0f0979.jpg&hash=0c68e4e4831f2a3f00ebacc8f60da8729b7e286b)[/spoiler]
That is incredible! Seriously amazing work!
Bwahaha! It must be time to make that TF2 Pyro class!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m6agldGusc1qenw12o1_500.gif&hash=d75faa2323f95422f890edc29824ef77df3eeca2)
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!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m6agldGusc1qenw12o1_500.gif&hash=d75faa2323f95422f890edc29824ef77df3eeca2)
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?
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]
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.