Product Chat / Any Way to Time the Blinking of a Decal?

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ShN33Ky
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Posted: 12th Oct 2017 02:46
like it say's .....To be more specific slow down the blinking of an explosion decal! like to once every 80 seconds or so...? I'v tried An-Speed and speed plus nothing I see in the FPE or decal script!...

....also still wondering where the smoke decal is for the jetpack! In TPV there is a smoke trail when player has JP! let me know I got an Idea of what we can do with that!

cheer's ....
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Teabone
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Posted: 12th Oct 2017 05:34 Edited at: 13th Oct 2017 18:38
I believe we are going to be having some updates towards particles "soon". Or at the very least its whats being worked on next.

For decal animations, they are handled in the .FX file located in the effectsbank.
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smallg
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Posted: 12th Oct 2017 13:06 Edited at: 12th Oct 2017 13:08
i believe you can edit the .fx file to adjust, it will depend which file it uses but it will be listed in the .fpe then open effectbank(/reloaded) and find the .fx file and change the fps part there (you can open .fx files with any text editor like notepad)
i.e.

change the >= 25.00000 (or whatever yours is set to)
part to a low value to slow the blink

and the jetpack smoke is under effectbank/particles
(this is triggered by script with StartParticleEmitter(e) )
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cybernescence
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Posted: 12th Oct 2017 15:07
Take care when nuking the smoke decal for jet pack as that same decal is used for all smoke effects (e.g. Rocket projectiles).

Cheers.
Teabone
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Posted: 13th Oct 2017 18:38
Make sure to back up your original .fx file for the smoke.
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Bolt Action Gaming
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Posted: 13th Oct 2017 20:58
Don't make it animated, place it over your target, then use a hide script to hide it on a timer instead of using the effectbank .fx script. Just offering a weird alternative if you're having trouble modifying the actual .fx file.
ShN33Ky
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Posted: 15th Oct 2017 04:18 Edited at: 15th Oct 2017 04:25
Quote: "and the jetpack smoke is under effectbank/particles
(this is triggered by script with StartParticleEmitter(e) )"
and the jetpack smoke is under effectbank/particles
(this is triggered by script with StartParticleEmitter(e) )[quote=]

this works thanks..

as for editing the .fx changing the values does not work! looking for a timer script and finding nothing I can use...

here's what I'm trying to do......I want the stationary Tanks to look like it's firing it's cannon about once a minute or so...also trying to just trigger regular explosions like the "proxmine explosion" off in the distance!....about every 2 minutes or so

thanks for any help!

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