Explosion Colours/Motes without C#. Doable?

Started by ExoticButts, April 24, 2018, 01:13:03 PM

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ExoticButts

Title says it all. Essentially I'm working on a projectile made of liquid and am looking to have a green splash effect, be it a mote or recoloured firefoam, but I'm uncertain of how to do it, and it's too much of a niche thing for any of the tutorials to have in them.

So, my questions are these;
1. Is it possible to trigger Motes/use Effecters without C#?
2. If it isn't, then is it possible to change explosion colours without C#?

P. S. I'm by no means new to coding, but I'm avoiding C# as I don't intend to learn an entirely new coding language just to make some green splashes. I think that's fair.

Jibbles

#1
Yes, but I don't think you're able to trigger every mote such as watersplash mote and several others.
I believe you can find a good mote example  in the antigrain warhead using giantexplosion effect. Sorry it's been some time.   I think you can color the explosions using your own images that use green flash or change color value if there's one in damagedef. Might see something like    explosionColorEdge in there.

I would think this below is the stuff you really want to look into as it's easier to do and most likely provides the effect you're after...
Firefoam popper.  They leave firefoam.  Look into them.
Make your own damagedef.  Might be able to change some color of the explosion there.
Look into firefoam filth. Make your own filth.  Change color of filth using color values.
You can find filth in ThingDefs_Misc/Filth_Various.xml
Make the explosion spawn your green filth the same way firefoam popper spawn it's filth.
Don't forget to change explosiveDamageType to your custom damagedef.

Post back if you're having trouble.


ExoticButts

Thanks Jibbles, I got a few other things done before going further into fixing this explosion and found how to colour it, as well as display motes properly. Now all I have to do is make a new mote for a liquid burst; standard motes don't really have that.

Good idea with the filth too; I've done stuff using preExplosionSpawnThing for some grenades I've done (this weapon is a launcher though, not nades), but that certainly fits well with what I'm aiming for, ty!