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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
Yes, it's possible.
Use SpawnFX/TriggerFX to set coordinates, or just playfx.
can you explain for me i am stupid for fx things?Big Grin
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...
(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