QUOTE(--Soldier2302-- @ Sep 2 2005, 02:11 PM)
Hmmm… the way I did it in Terran Doom is probably too complicated but it allows more control and has a better effect. I've said this before in other threads, but the Marine had a 600 line attack animation for Terran Doom.
If you wanted to do it the easy way, you could do it the way the Doom Dragoon does it, but you need to fix the flingy of the Gauss Rifle so it can move invisibly, and then make it appear when it hits the target and cause damage. This is how I did the Sunken Colony attack in the soon-to-be-released Zerg Doom. I’m going to provide summary steps, but if you can’t understand them you need this effect is beyond your level and you need to practice more.
- You need to turn the Gauss rifle into a projectile flingy, like a missile. This way you can use the “Halo” effect like the Doom Dragoon does. I’ll be more specific, but basically look at other missile weapons like the Phase Disruptor or Longbolt Missiles to get more information.
- First you need to give the gauss rifle movement properties. That means, speed and everything else in flingy.dat. Wondering how to find which flingy.dat entry it is? Get its entry ID using Arsenal Zero. Decompile weapons.dat, find the Gauss Rifle weapons.dat entry and locate the “sprite” field which will tell you the flingy.dat ID of the Gauss Rifle.
- Change the iscript of the Gauss Rifle so it suits the same format as missile weapons. Take a look at missile weapons. Notice what they do differently in their initial ground attack animation and in their death animation. Specifically, their ground attack animation loops endlessly and it doesn’t contain a domissile dmgcommand. That’s in the death animation. Change the Gauss Rifle iscript to match this format.
- Make the Gauss Rifle invisible when moving, and visible when it hits. tmprmgraphicstart is the command to invisibilise and tmprmgraphicend is the command to visibilise.
- Now you just need to change the weapon missile behaviour to “halo” and you will have a weapon that scatters. You might want to give the Marine multiple shots.
That’s all the information you should need. I’m sure there are other people on the forums who could work with those instructions, but if this is a little too high level for you, then you need to practice more. Unfortunately I can’t tell you where to click all the time to be able to compile an MPQ and decompile a weapon animation, you need to know that already to achieve effects like this.
I might have missed something in those steps, so you’ll need to turn on your brain to make sure you know what’s going on and spot if there’s anything I have missed.