Posted: Thu Jan 01, 2026 3:14 pm Post subject:
[SHP] [Blender Rehabilitation] 16-Directional Flamethrower [Fire Animation]
Subject description: Author :eqgaobingzun /https://bbs.ra2diy.com/ China
This is one of the greatest flamethrower effects I have ever seen. I downloaded, and I share. 16 directions. Even you can't speak and read Chinese, there is an understandable note in rar. file....
[FireCaster]
Image=FLAMEALL ; This image,I gave my own name , u can use yours
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=FireWH ; Warhead
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
[FireWH]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,60%,30%,15%,90%,90%,50%,300%,0% ; comma was missing,now corrected.
InfDeath=4
Sparky=no
Fire=yes
ProneDamage=60%
AnimList=FIRE1 Last edited by AlbertWesker21 on Fri Jan 02, 2026 9:23 pm; edited 1 time in total QUICK_EDIT
Posted: Mon Jan 05, 2026 11:17 am Post subject:
Re: [SHP] [Blender Rehabilitation] 16-Directional Flamethrower [Fire Animation]
AlbertWesker21 wrote:
This is one of the greatest flamethrower effects I have ever seen. I downloaded, and I share. 16 directions. Even you can't speak and read Chinese, there is an understandable note in rar. file....
I am the creator of this animation. Thank you for helping to promote it — this is my first SHP material to reach an international audience, and I am beyond thrilled!
This animation is intended for a firing effect(Anim). For best results, I personally recommend using the PassDetonate feature of Phobos engine's [Projectile]?Trajectory=Straight when implementing it.
My English is really poor. I used AI to translate this, so I hope you can understand. QUICK_EDIT
Posted: Mon Jan 05, 2026 6:01 pm Post subject:
Re: [SHP] [Blender Rehabilitation] 16-Directional Flamethrower [Fire Animation]
[quote=GreatSword_Gao][quote=AlbertWesker21]This is one of the greatest flamethrower effects I have ever seen. I downloaded, and I share. 16 directions. Even you can't speak and read Chinese, there is an understandable note in rar. file....[/quote]
I am the creator of this animation. Thank you for helping to promote it — this is my first SHP material to reach an international audience, and I am beyond thrilled!
This animation is intended for a firing effect(Anim). For best results, I personally recommend using the PassDetonate feature of Phobos engine's [Projectile]?Trajectory=Straight when implementing it.
My English is really poor. I used AI to translate this, so I hope you can understand. [/quote]
So, you can be proud of yourself. I just saw this on RA2DIY, Chinese RA2 and RA3 fan modding site. Thanks for your hardwork.It fits great as a flamethrower animation.I first saw,an fallen in love with it. I just wanted to share.
Particle system was DezireeMod's vanilla of Iraq's BTNK (FireCasterTank) It doesn't fit.So I removed.And like you said, "PassDetonation" Trajectory tag of Phobos makes it more and more realistic. Have a nice day! QUICK_EDIT
I tried getting it to work according to how you listed but man I'm stumped, I'm not great at putting in animations in yet. This is the unit I'm trying to get it to come out.
[FireCaster]
Image=HELLFIRE ; This image,I gave my own name , u can use yours
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=FireWH ; Warhead
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Trajectory=Straight
Trajectory.Straight.PassThrough=true
Trajectory.Straight.PassDetonate=true
I actually just wanted to ask where you got the voxel, CrimmsonDynamo. But maybe I could help.
I don't know much about Particle stuff but I did test it a long time ago.
Did you put it in [Particles] and [ParticleSystems]? Particles and ParticleSys needs to be put there.
Usually the naming tells you where to put it. But maybe some people doesn't follow it.
Try searching for [Particles] and [ParticleSystems] and see what you need to put there. QUICK_EDIT
I actually just wanted to ask where you got the voxel, CrimmsonDynamo. But maybe I could help.
I don't know much about Particle stuff but I did test it a long time ago.
Did you put it in [Particles] and [ParticleSystems]? Particles and ParticleSys needs to be put there.
Usually the naming tells you where to put it. But maybe some people doesn't follow it.
Try searching for [Particles] and [ParticleSystems] and see what you need to put there.
Oh its in the voxel section of Mod Haven on discord, at very bottom. lol Yep I put them all in the new sys and new particles but the flame comes out of the top when force fire then in different angles. QUICK_EDIT
I'm confused. It looks good to me. I just used the code and it works fine for all.
The weapon, particle and particle system, they all work fine. I don't understand the issue.
Maybe you could show a screenshot?
Also, you're already in Mod Haven. Did they say anything about the issue?
P.S.
Mig Eater wrote:
This is a muzzle "flash" animation and isn't suitable for a particle weapon.
This is a muzzle anim, you also already had it set in the weapon. I don't know what exactly you're trying to achieve.
Mostly, you just need to make the particle invisible and do damage for as long as the muzzle last.
I'm confused. It looks good to me. I just used the code and it works fine for all.
The weapon, particle and particle system, they all work fine. I don't understand the issue.
Maybe you could show a screenshot?
Also, you're already in Mod Haven. Did they say anything about the issue?
P.S.
Mig Eater wrote:
This is a muzzle "flash" animation and isn't suitable for a particle weapon.
This is a muzzle anim, you also already had it set in the weapon. I don't know what exactly you're trying to achieve.
Mostly, you just need to make the particle invisible and do damage for as long as the muzzle last.
I'm just literally trying to get it do what it did in the promotional gif, shoot one big burst of flame but in the direction the tank is in at the time but that code made the flame go up (as showed in the shot) I had to force fire constantly to get it to fire and when in other directions it would fire in random weird directions.
You cannot post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum