12-17-2013, 16:58
12-17-2013, 17:11
Yes, it's possible.
Use SpawnFX/TriggerFX to set coordinates, or just playfx.
Use SpawnFX/TriggerFX to set coordinates, or just playfx.
12-17-2013, 17:16
can you explain for me i am stupid for fx things?
12-17-2013, 18:49
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 );
}
12-17-2013, 19:43
(12-17-2013, 18:49)DidUknowiPwn Wrote: [ -> ]Don't remember who made this...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 );
}
it didn't work so i modified it a bit and work now... thank you