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Call of Duty Classics
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BO2 GSC Flame Distortion Effect
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<blockquote data-quote="Cxwh" data-source="post: 39018" data-attributes="member: 22664"><p style="text-align: left">Don't think I'm the first one to do it, but I just found out how to use the flame distortion fx and thought I'd share since it looks quiet nice.</p> <p style="text-align: left"></p> <p style="text-align: left">[MEDIA=youtube]noQapxas99g[/MEDIA]</p> <p style="text-align: left"></p> <p style="text-align: left">Added a video so people know what I'm talking about.</p> <p style="text-align: left"></p> <p style="text-align: left">Anyway, here's the source[code]</p> <p style="text-align: left">#include maps\mp\_visionset_mgr;</p> <p style="text-align: left"></p> <p style="text-align: left">toggleFlameDistortion() {</p> <p style="text-align: left"> if(!isDefined(self.tfd))</p> <p style="text-align: left"> self.tfd = 1;</p> <p style="text-align: left"> self.tfd = !self.tfd;</p> <p style="text-align: left"></p> <p style="text-align: left"> setdvar("r_flameScaler", self.tfd);</p> <p style="text-align: left"> //r_flameScaler gives it more or less opacity</p> <p style="text-align: left">}</p> <p style="text-align: left"></p> <p style="text-align: left">toggleFlameDistortionFx() {</p> <p style="text-align: left"> if(!isDefined(self.fd))</p> <p style="text-align: left"> self.fd = 0;</p> <p style="text-align: left"> self.fd = !self.fd;</p> <p style="text-align: left"></p> <p style="text-align: left"> if(self.fd)</p> <p style="text-align: left"> self thread flamedistortion();</p> <p style="text-align: left"> else</p> <p style="text-align: left"> self notify("stop_fd");</p> <p style="text-align: left">}</p> <p style="text-align: left"></p> <p style="text-align: left">flamedistortion() {</p> <p style="text-align: left"> self endon("disconnect");</p> <p style="text-align: left"> self endon("stop_fd");</p> <p style="text-align: left"></p> <p style="text-align: left"> time = level.zm_transit_burn_max_duration;</p> <p style="text-align: left"> while(isAlive(self) && self.fd) {</p> <p style="text-align: left"> maps\mp\_visionset_mgr::vsmgr_activate("overlay", "zm_transit_burn", self, time, time);</p> <p style="text-align: left"> wait time;</p> <p style="text-align: left"> }</p> <p style="text-align: left"> self.fd = 0;</p> <p style="text-align: left">}[/code]</p></blockquote><p></p>
[QUOTE="Cxwh, post: 39018, member: 22664"] [LEFT]Don't think I'm the first one to do it, but I just found out how to use the flame distortion fx and thought I'd share since it looks quiet nice. [MEDIA=youtube]noQapxas99g[/MEDIA] Added a video so people know what I'm talking about. Anyway, here's the source[code] #include maps\mp\_visionset_mgr; toggleFlameDistortion() { if(!isDefined(self.tfd)) self.tfd = 1; self.tfd = !self.tfd; setdvar("r_flameScaler", self.tfd); //r_flameScaler gives it more or less opacity } toggleFlameDistortionFx() { if(!isDefined(self.fd)) self.fd = 0; self.fd = !self.fd; if(self.fd) self thread flamedistortion(); else self notify("stop_fd"); } flamedistortion() { self endon("disconnect"); self endon("stop_fd"); time = level.zm_transit_burn_max_duration; while(isAlive(self) && self.fd) { maps\mp\_visionset_mgr::vsmgr_activate("overlay", "zm_transit_burn", self, time, time); wait time; } self.fd = 0; }[/code][/LEFT] [/QUOTE]
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BO2 GSC Flame Distortion Effect
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