Particle System Effects

Tutorial for Red Alert 2 RA2, Yuri's Revenge YR

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Allied General

Category: Graphics
Level: Expert
Created: Wednesday July 29, 2009 - 4:59
Updated: Sunday October 11, 2009 - 8:42
Views: 3472
Summary: How to use particle effects on your units and structures.
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Want your units or structures to leave behind fire and an small puff of smoke when destroyed?
It enhances the action element of your mod and adds some visual flare too.

Well it relates to making death weapons which do minimal damage and messing around with particles.

First off the unit or structure needs Explodes=yes and an DeathWeapon= tag now onto the weapon


[DieWeapon]
Damage=1 ; need this so warhead anim will play, i remember gamemate saying something about this in regards to railguns
ROF=10 ; just there so no IE
Range=1 ; just there so no IE
Projectile=InvisibleLow ; just there so no IE
Speed=100 ; just there so no IE
Warhead=DieWH ; this is the cool destruction bit
Report= ; could add i guess maybe some explosion sound

[DieWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0% Just there
InfDeath=1 ; Just there
ShakeXlo=1 ; optional but makes the screen shake very slightly, nice for small explosions IMHO
ShakeXhi=1
ShakeYlo=1
ShakeYhi=2
Particle=DieSSys ; yay the particle bit
Anim= ; Attach your fire left behind when destroyed animation, here

[DieSSys ]
HoldsWhat=DieSmoke ; This is the particle
Spawns=yes ; This stuff is just logic regarding how smoke behaves
SpawnFrames=10
SpawnRadius=5
Slowdown=.0025
ParticleCap=7
SpawnCutoff=13.0
SpawnTranslucencyCutoff=12.5
BehavesLike=Smoke
Lifetime=30 ; This bit is Important, you can make the lifetime longer but without it the smoke is never gonna disappear which will lag up your game no end, it will look
odd as sometimes the anim will play, disappear, then reappear again


[DieSmoke]
Image=SGRYSMK1 ; This is the image for smoke, can be customised
MaxEC=80
Translucency=50 ; Logic again regarding smoke
Velocity=9.0
Deacc=.05
WindEffect=0 optional but look at this WW ; WindEffect = to what degree does the wind affect his particle, 0 = not at all, 5 = a lot (def = 0) Wind has very little effect in RA2/YR but set this to say 2 for some cool movement effects with the smoke
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=4

Remember to add the particles and systems to [Particles] and [ParticleSystems] now add the DieWeapon and hey presto you know have cool smoke effects when units or
structures are destroyed.

Also in ARTMD look at this tags which are only used ONCE for the Virus death anim

[VIRUSD]
Scorch=yes
Layer=ground
Report=VirusVictimSwell
SpawnsParticle=VirusCloud1
NumParticles=3

The last three are important, it allows you to add particles to an animation. Ideas could include an "puff" or smoke when someone suffers an [ELECTRO] or perhaps some smoke after an massive weapon fires like the grand cannon for instance.

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