Muzzle flashes create distinct signatures that can be located using infrared imaging technology.[3] Technology is being developed to detect enemy muzzle flashes before the projectile reaches its target.
Muzzle flash, particularly the longer-duration secondary flash, is an inherent problem in most firearms. Due to its brightness, muzzle flash can temporarily blind the shooter, or give away the shooter's location, especially at night. Ingestion of the muzzle flash from aircraft-mounted guns has also been implicated in compressor stall and flameout, causing loss of aircraft.[4]
Flash hiders attempt to suppress the flash mechanically, by interfering with the blast wave using either a cone or a series of slots at the muzzle of the firearm. However, since the primary cause of the secondary flash is combustion of hydrogen and carbon monoxide, chemical approaches are also used. In World War I, bags of sodium chloride (table salt) were placed in front of the propellant charges of artillery to suppress the flash. Addition of a few percent of alkali salts to the powder for flash suppression is common, typically salts of potassium such as potassium chloride, potassium sulfate, potassium carbonate and potassium bicarbonate. In both cases, the salts act as catalysts, and interfere with the hydrogen-oxygen combustion to reduce the muzzle flash. The side effects of the alkali salts are a reduction in power, an increase in smoke, and fouling and corrosion of the firearm and nearby equipment (a significant concern with aircraft guns). Ammonium chloride and ammonium nitrate salts have also been tried with success.[4][5]
Silencers, while designed to mitigate the loud sound of gunfire, can also suppress muzzle flash. This is done by trapping and delaying the expansion of the propellant gases with containing multiple sound baffles, which slows the gases and dissipating their energy over a larger surface area before releasing them at a cooler temperature. The enclosure of the silencer can also serve as a muzzle shroud to physically conceal any light emitted by the gases and residuals.
Eh, just forget the particles. Make a uv_sphere in blender, pull one of it's pole so it looks like an egg, use displacement with cloud texture to get randomized surface, export to godot, add spatial material, set albedo to yellow and emission to yellow and 3, put it in front of gun, use animation to scale quickly and I end up with a pretty good looking muzzle. Much easier to do
muzzle flash seems to make you unable to start charging your next weave during your current weave, making the weave no reload infinitely harder, at least for me. i am able to hit like 3 combos a second on average on bobbing cuz of this, and can barely cancel at all on weaving when i have muzzle flash cuz nexon thinks i want to activate muzzle flash when I'm trying to charge my weave.
muzzle flash can active at terrible times, like when there is a deadly attack in front of the enemy, like pierres hat that falls on you cuz muzzle flash shot u forward, or like magnus' giant meteor things that you would've dodged but muzzle flash said nah bruh.
I am making a FPS. I have a gun. I made a muzzle flash by adding a cube(naming it muzzle flash) and then flattening it out and adding a light(naming it muzzle light) in front of it. Adding the texture to the cube. Works really good. Flashes when i hit fire. So i added the cube and light as a child of the gun and positioned it to the front of the gun. This seems to be okay since it stays there following the player.
I have been trying to create a weapon with different muzzle flashes depending on which muzzle is selected but have been unsuccessful. A version of the Promet contains a underbarrel shotgun that illustrates what I'm trying to do:
However, I cannot seem to create a similar muzzle flash for the secondary muzzle. I have tried creating "zasleh" and "zasleh2" muzzle flash proxies and copying the ARX model.cfg using ammorandom.0 & ammorandom.1. I have used the exact same proxy/memory points in my model and the exact same code shown below:
but my weapon only seems to only create the "zasleh" muzzleflash when using the primary muzzle but does not create a "zasleh2" muzzle flash when I switch to my secondary muzzle. Has anyone figured out how to show multiple muzzle flashes from different barrels for an infantry weapon?
Gunpods on dynamic loadouts aircraft have to use reload for the muzzle flashes, since the native zasleh hide stuff is not supported outside the main body of the aircraft. So can use similar workarounds.
Reyhard has also shared some information that the game doesn't recognise a second proxy for a second muzzle (only multiple proxies for the same muzzle), so it might be necessary to physically place the muzzle flash model inside the weapon as well (in my experience this may also require adding forceNotAlpha property to the geometry LOD, to stop the weapon then rendering behind hands in first person view)
Update: It worked! Thank you so much for your advice. I do not have my own custom model to show yet, but once I do I will post screenshots to go along with these basic steps. Per your advice, here is how I was able to produce a secondary muzzle flash for an under-barrel weapon:
4. After compiling, the secondary muzzle flash shows up in Arma 3, at least in 3rd person. I'll try to figure out proper rotation and viewing the muzzleflash in 1st person (maybe need to add another LOD?) and post further updates as I progress.
I set up the muzzle flash just like the video, however my flash is considerably larger than that of the video and it seems to fire 3 times with one click. The flash itself seems to lag and be about a foot away if i move too.
I'm shooting a scene that includes some long takes in very low light inside. Were mostly lighting with practicals and shooting with a wide lens on an F5 with a DJI Ronin. There are some gunshots that are shown on screen and I'd like to at least get a bit of light to flash when the actors press the trigger. Can anyone suggest a way to get a light (preferably on the end of the gun) to flash when the actor presses the trigger?
I've never seen or heard of anyone managing to achieve something like that before. Firearms muzzle flashes are a pyrotechnic special effect, and you can get them from firing blanks in operational guns, or by using CGI flashes that are added in post (but generally look pretty godawful in my experience).
Your only real alternative is to fake it with CGI, and there's plenty of tutorials online that will show you how to do that - though you won't be able to accurately create the lighting effect of the muzzle flashes on the faces and environment surrounding the guns when you do things that way.
Thanks Mark. I feel as though I didn't make myself clear enough. The LEDs aren't to make a muzzle flash, but to illuminate the area around so we don't have to have more vfx than the flash itself. Does that make more sense? We just want the area around to see some spill when the gun goes off, (i.e. on hallway walls and the people's faces)
This probably won't work for you if you are in a dark environment though. Maybe you could do a wire, tape & rubber band approach by mounting a small photo flash (maybe gelled warm) near the shooter but hidden (maybe even on the shooters arm) and use a slave trigger every time the gun is supposed to fire. That would give you a bright flash in the general area of origin. Just a thought.
I built a rig for doing this using LED strip and a microcontroller board, so it could be timed to sync with the shutter and avoid flash banding on rolling-shutter cameras, as well as ensuring that the flash was actually visible. The actual light-emitting device was a load of LED strip stuck on a bit of plastic, equivalent to about 20W of LED, which wasn't really bright enough - I've since bought a much more powerful emitter and controller board for it but I don't currently have much use for it, so it's a backburnered project right now.
There were two ways of triggering it. Some of our prop guns had electronics in them to trigger the flash via a TV-remote-style infrared communications protocol, and I built a tiny PCB with a microphone to allow things to be triggered from the soft "pop" produced by an airsoft gun, where there wasn't room to include electronics.
In this case it's infra-red triggered and the emitters are hidden in the mock sight on top of the machine pistol he's holding. Batteries inside, power switched on and off by a reed switch actuated by a magnet on the removable magazine. The cheap trick here is that it's very backlit so it looks like he's being revealed by the muzzle flash.
I thought maybe the muzzle joint was being partially hidden by the geometry so I tried moving it. It was partially hidden in the geometry ( not sure if thats a problem.) Anyways I moved it completely out and it didnt make a difference.
rotate -90This rotates all of the animations -90 degrees. event 5001 1 7 tells the engine to place a muzzle flash at attachment 1 and draw it from frame 0 to frame 7. However long you think looks best is up to you (end Quote)
Ok, so I know this is very basic, but I am really new to AVID and was wondering if someone could explain how to make a basic muzzle flash effect. If I found a picture of a muzzle online, how do I get rid of the picture background, superimpose it onto another video track, and position it exactly where I want it to be in the frame?
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