Help fx
#1
Hey guys i have a question.Big Grin
Can i spawn fx on shot?
for example with desert eagle i shot an explosion or a green flare?Huh
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#2
Yes, it's possible.
Use SpawnFX/TriggerFX to set coordinates, or just playfx.
C++/Obj-Cdeveloper. Neko engine wip
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#3
can you explain for me i am stupid for fx things?Big Grin
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#4
Code:
init() { level.gDeagleFX["impact"] = loadfx ("explosions/helicopter_explosion_secondary_small"); level.goldDeagleWeapon = "deserteaglegold_mp"; level thread onPlayerConnected(); } onPlayerConnected() { for( ;; ) { level waittill( "connected", player ); player thread explode(); } } //Deagle "Boom" effect explode() { for(;;) { self waittill( "weapon_fired", weaponName ); if( self getCurrentWeapon() != level.goldDeagleWeapon ) continue; forward = self getTagOrigin("j_head"); end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 ); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; playfx(level.gDeagleFX["impact"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 100, 500, 100, self ); } } vecscale( vec, scalar ) { return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar ); }
Don't remember who made this...
Do not take life too seriously. You will never get out of it alive.
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#5
(12-17-2013, 18:49)DidUknowiPwn Wrote:
Code:
init() { level.gDeagleFX["impact"] = loadfx ("explosions/helicopter_explosion_secondary_small"); level.goldDeagleWeapon = "deserteaglegold_mp"; level thread onPlayerConnected(); } onPlayerConnected() { for( ;; ) { level waittill( "connected", player ); player thread explode(); } } //Deagle "Boom" effect explode() { for(;;) { self waittill( "weapon_fired", weaponName ); if( self getCurrentWeapon() != level.goldDeagleWeapon ) continue; forward = self getTagOrigin("j_head"); end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 ); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; playfx(level.gDeagleFX["impact"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 100, 500, 100, self ); } } vecscale( vec, scalar ) { return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar ); }
Don't remember who made this...

it didn't work so i modified it a bit and work now... thank you Big Grin
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