Is there a way to reference the muzzle-effects?

Skajaquada

Crazy Engineer
Joined
Mar 4, 2007
Messages
134
I'm trying to make a decent looking ranged unit by putting together attributes from other units in civ5artdefines_unitmembers.xml (fHitEffectScale is really a life-saver). I've also found civ5artdefines_viseffects.xml that've got all the effects-names, like the muzzle-effect for the infantry here:

Code:
<VisEffectArtInfo>
    <Name>ART_DEF_VEFFECT_INFANTRY_MUZBLAST_01</Name>
    <Transform>
      <Translation x="9.0" y="0.5" z="0.0"/>
      <Rotation x="0.0" y="-90.0" z="0.0"/>
      <Scale>1.2</Scale>
    </Transform>
    <fBaseDuration>0.1</fBaseDuration>
    <fBaseDurationScale>1.0</fBaseDurationScale>
    <ParticleEffects>
      <ParticleEffect>
        <Name>ART_DEF_PEFFECT_FX_MECHINFANTRY_MUZBLAST_01</Name>
      </ParticleEffect>
    </ParticleEffects>
  </VisEffectArtInfo>

I just can't find a place to put the ART_DEF_VEFFECT_INFANTRY_MUZBLAST_01 for it to be used as a muzzle-effect.

I suppose it's related to the ftsxml-file that we can't produce hence why the NexusBuddy-exporter uses "FX_Triggers_Rifleman.ftsxml"? I tried putting the entries from the Gunship's unit.xml file in mine and I got the effects from the Gunship locked in one place on the map (though still animated). I guess some marker in those animation-files tells the effects where to play?

Should it have worked putting a marker with the same name in my model? I checked the Gunship in the Nexus Viewer, turned on lables and saw fx_PROTECTILE01 etc. and fx_MachineGun. I tried adding helpers as well as bones with those names, then repeated what I did above, but it was the same.

I'm guessing some file has to say what marker should be referenced to what animation-key, but we're unable to do that now? Really a bummer, though I'd like to share the great-person effects work nicely as magic hit-effects :)
 
It's really strange, I was sure I had tried opening the FTXML-files over and over and they showed as nothing but unreadable characters. Then I was looking through it in the Asset Viewer and re-saved one somewhere else and managed to open it, but I can open all FTXML-files so I've no idea what files I tried to open before :)

Anyway, I'm very excited! All day tomorrow I'm sure I'll believe I was dreaming because that file contains everything I've wanted from references to effects and sounds to what frames they should be used in. I made a copy of the FTXML-file for the Gunship, replaced the WORLD-center with the name of the skeleton-root in one of my models and it works. The effects for the swirling dust follows my unit around.

However I didn't manage to get the rockets to fire from my unit but the locked position in the center of the world where the swirling dust-effect previously was, there also doesn't seem to be any muzzle-effect being shown. I'll try to solve that during the week. This also explains what I saw sometimes with my units using the Rifleman FTXML-file with a giant muzzle-effect covering half the world.

EDIT: I replaced the muzzle-marker in the FTXML-file with the skeleton-root for all the projectile- and muzzle-effects and they all fire from the center of my unit. It means there's just some problem with that muzzle-marker. I'll simply figure it out tomorrow :)

EDIT2: In the FXSXML-file there are some tags <BoneUsage> where you'll have to define all bones that can be used it seems. Otherwise evidently you can just use the skeleton-root. Now there seem to be some things left like the scale of an effect has changed and I'm getting some glitches.
 
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