As I've understood
smoke_path - it's already prepared effect. Let's create a new effect:
smoke_fire_path in the block generators_desc().
Descriptions of the effect are here:
- vis_expl_pats()
- phys_expl_pats()
Then let's make a new shell
MT_FIRE, as example we may take MT_MK2(smoke grenade from Matilda) with flag 4+8+20=32. It does: burnt shell, detonation, protocol(it'll be included in statistics after battle).
MT_FIRE,
0x32,%
SHELL_FLAME%,MT_MK2,18,50,0.1,0.5,40,0.5,1,0,3.1,0.1,0.05,9,10,10,0.1,0,1,1,1,,expl_techl*,expl_buildl*,,expl_human*,fly1,0,100,1,
txt_shell_fire,
smoke_fire_path,,piece_pat,0x3,1,2,100,3,0xffff4040,0,1,-1,SHELL_MORTAR,SHELL_MORTAR;
I think, it should work
The main idea is - include new effect as parameter of the shell description.
PS
I've got first report that new effect "bigsmoke" didn't like at all and request to get it back to the default. Anyway, i'll wait to see the other opinions.