MuzzleFlash
From Data Realms Wiki
A muzzle flash is the visible light of the muzzle blast when a firearm is fired. In Cortex Command, this effect is shown in the form of an attachable that is displayed shortly after the round is fired for a hard-coded amount of time.
AddEffect = Attachable InstanceName = Muzzle Flash Pistol Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Effects/Pyro/MuzzleFlash02.bmp FrameCount = 3 SpriteOffset = Vector X = -2 Y = -6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0
The Explanation
Now the round will be broken down variable by variable. (note offsets will not be covered)
AddEffect = Attachable // The instance call, defines the next text as parts of the attachable. InstanceName = Muzzle Flash Pistol// The name used to refer to the instance later. Mass = 0.0001 // The mass in kg for example; 0.0001 would be 0.1g, 0.01 would be 10g and 1 would be 1kg. HitsMOs = 0 // Boolean value that determines if this particle can hit by other particles. GetsHitByMOs = 0 // Boolean value that determines if this particle can be hit by other particles. SpriteFile = ContentFile FilePath = Base.rte/Effects/Pyro/MuzzleFlash02.bmp // Tells The HDFirearm to use the sprite specified. FrameCount = 3 // Tells The flash how many frames are in the animation.
The above file name is what you would call the actual file if it had only one frame, if it has more than one you should put 000, 001... at the end of each frame, however as shown above you leave this out of the filepath.
SpriteOffset = Vector X = -2 Y = -6
You should leave the next set of text as it is, as it just makes the flash act as if it were not a solid, and makes the muzzle flash stay attached to the gun.
AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0
ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp // The glow to use.
As above you should leave the next set of text as it is, it just makes the glow stay attached to the muzzle flash.
JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0 // Boolean value that determines if it is drawn in front of the parent a.k.a weapon (1) or not (0).