Removing ambient muzzle flash?

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Silver_Ibex

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Feb 27, 2001
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I need to get rid of the light that flashes when the sniper rifle is fired, not the muzzle flash, the actual light FX that illuminates the level during firing.
 

Silver_Ibex

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Feb 27, 2001
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Thanks for the info:tup:
Still trying to get the flash to not happen, turned off the shells, yet it still happens :/
I’m working with some modified Agent X source code if that would make any diference.
 

Brood_of_Evil

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Nov 3, 2001
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You would have to override the simulated function bool ClientAltFire( float Value ), and simulated function bool ClientFire( float Value ) functions and delete this line:

PlayerPawn(Owner).ClientInstantFlash( InstFlash, InstFog);


SniperRifle don't override this function, so it's been called from it's parent class (TournamentWeapon).
 

Captain Kewl

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Feb 13, 2001
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I thought ClientInstantFlash just makes the canvas light up?

I'm fairly certain that for the UT sinper rifle it's the shell casings that create the light (this is something that took me like a year to figure out). Other non-UT weapons, I dunno what to tell you. :(
 

Jack oneill

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Sep 4, 2001
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It is the shell

Hi,

i had this problem too when i tried to make a sound suppressor. Someone on the forum told me that the light was coming from the shell. And it is.

There is no other thing which draw a light with UT instant hit weapons like Sniper rifle. You just have to delte the shell's spawn in ProcessTraceHit function :

local UT_Shellcase s;

s = Spawn(class'UT_ShellCase',, '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1);
if ( s != None )
{
s.DrawScale = 2.0;
s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160);
}

Just delete this and it will work :) If it don't works, send me your code and i'll fix it :)

jackoneill@wanadoo.fr
 

Silver_Ibex

Member
Feb 27, 2001
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Ha Ha Ha :)
This is exactly what I though till out of frustration I did a search for “Light”
Sure enough the bit of code I had cut and pasted for the trace fire function had a spawn light FX at the start of the trace, once this was removed and a new Lightless shell class used everything worked fine.:cool:
 

Jack oneill

New Member
Sep 4, 2001
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hehe :)

I thought that maybe AgentX were adding a light. But i never saw this code so i couldn't be sure. I'm happy that you've suceeded with that. I've made too new shells with new models and no light !

Like this, everything is controled :) Remember that nothing is better that what you've made :)

Regards

Jack.