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Print a .iwi on the ground
#11
(07-13-2013, 14:51)Yamato Wrote: http://www.itsmods.com/forum/Thread-Rele...pacts.html

The list I cant remember if its complete or not

I looked in the gsc fx files and I found this, I guess it is what you need to solve the angle problem.

Code:
//Init()
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast_paper");

//Your code
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 2653.84, 2446.12, 20.051 );
ent.v[ "angles" ] = ( 270, 0, 0 ); //VectorToAngles( ( POSITION YOU ARE LOOKING AT ) - self.origin )
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;

//To delete it I guess you need to do it like this
TriggerFX( ent );
wait ( 0.05 );
ent delete();

Well, since it's the first time I'm working with FX I don't really get what should I do with this. I tried something but nothing happen.
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#12
Add this to Init()

Code:
level._effect[ "impactblue" ] = loadFX( "impacts/small_metalhit" );
level._effect[ "impactred" ] = loadFX( "impacts/small_snowhit" );

Example of spawning it:

Code:
ent = createOneshotEffect( "impactblue" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactblue";
ent.v[ "delay" ] = -15;

In your code

Code:
if(IsSubStr( weapon, "_fmj_"))
{
ent = createOneshotEffect( "impactred" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactred";
ent.v[ "delay" ] = -15;
}
    else
    {
ent = createOneshotEffect( "impactblue" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactblue";
ent.v[ "delay" ] = -15;
    }

I guess it will work
Reply

#13
(07-13-2013, 18:32)Yamato Wrote: Add this to Init()

Code:
level._effect[ "impactblue" ] = loadFX( "impacts/small_metalhit" );
level._effect[ "impactred" ] = loadFX( "impacts/small_snowhit" );

Example of spawning it:

Code:
ent = createOneshotEffect( "impactblue" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactblue";
ent.v[ "delay" ] = -15;

In your code

Code:
if(IsSubStr( weapon, "_fmj_"))
{
ent = createOneshotEffect( "impactred" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactred";
ent.v[ "delay" ] = -15;
}
    else
    {
ent = createOneshotEffect( "impactblue" );
ent.v[ "origin" ] = position;
ent.v[ "angles" ] = VectorToAngles( position - self.origin );
ent.v[ "fxid" ] = "impactblue";
ent.v[ "delay" ] = -15;
    }

I guess it will work

Nothing happen there is no FX on impact.
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#14
Try it this way then:

Code:
FX = SpawnFX( level._effect[ "impactblue" ], position );
FX.angles = VectorToAngles( position - self.origin );

//To delete it, if it becomes necesary
TriggerFX( FX );
wait ( 0.05 );
FX delete();
Reply

#15
(07-13-2013, 19:17)Yamato Wrote: Try it this way then:

Code:
FX = SpawnFX( level._effect[ "impactblue" ], position );
FX.angles = VectorToAngles( position - self.origin );

//To delete it, if it becomes necesary
TriggerFX( FX );
wait ( 0.05 );
FX delete();

No FX again.

EDIT: So I've found some code on internet and I tried

Code:
createImpact()
{
    self endon( "disconnect");
    
    for(;;){
    self waittill("projectile_impact", weapon, position, radius);
    
        angles = self getPlayerAngles();
        eye = self getTagOrigin( "j_head" );
        forward = eye + vector_scale( anglesToForward( angles ), 200 );
        angles = vectorToAngles( eye - position );
        forward = anglesToForward( angles );
        up = anglesToUp( angles );
    
    if(IsSubStr( weapon, "_fmj_"))
        playFX( level.impactred.fx, position, forward, up);
    else
        playFX( level.impactblue.fx, position, forward, up);
    }
}

Now it's "better" as you can see in the 2 screenshot now it's working on vertical wall and horizontal surface close to the player.

http://i.imgur.com/XlTzXwv.jpg
higher than the last impact it does not work anymore.
http://i.imgur.com/ejnx5UT.jpg
The impact at the center designated the player position and other impact designated the limit.
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