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Post by d3mentidd on Dec 31, 2008 8:04:45 GMT 1
Just curious, is there any possible way through mme scripting to add a full time player trail? Somthing exactly like the player haste trail would be perfect, just all the time and not just when the powerup is active.
Thanks in advanced for any input / answers.
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Post by CaNaBiS on Dec 31, 2008 10:13:03 GMT 1
Well actually you can. You'd have to make an fx script that will emit particles using whatever way you want. Then you can use clientoverride's headFX/torsoFX "fxname" to select a specific fx script to be run at the head or torso location. harekiet.stekel.org/q3/weeee.avi that was one i did a while ago, with particles coming from the head.
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Post by d3mentidd on Dec 31, 2008 22:10:58 GMT 1
got it thank you for your help! Edit: ok i have added the trail i like to torsoFX, my problem now is that no matter what i do, the emitter seems to emit right out of the player's crack. is there any way to offset the emitter position lower so it emits at the player's feet? i have a decent grasp on fx scripting so a simple line of code if possible would be extremely helpful. Thanks again
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Post by CaNaBiS on Jan 1, 2009 12:29:44 GMT 1
you can modify the origin so euhm origin2 origin2 - 10 would make it 10 units lower
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Post by d3mentidd on Jan 1, 2009 18:22:01 GMT 1
alright, thanks again for help i got it now =D
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Post by myth on Jan 6, 2009 15:24:58 GMT 1
Well actually you can. You'd have to make an fx script that will emit particles using whatever way you want. Then you can use clientoverride's headFX/torsoFX "fxname" to select a specific fx script to be run at the head or torso location. harekiet.stekel.org/q3/weeee.avi that was one i did a while ago, with particles coming from the head. Hey cannabis hope you had a good xmas and new year, just wanted to ask could you send me the file fx script ? so I can use it thanks
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Post by CaNaBiS on Jan 7, 2009 18:33:17 GMT 1
//The script used for that movie mine/sparkles { //Store inverse velocity into v0 inverse velocity v0 normalize v0 //Slightly increase the y value of v0 v01 v01 + 0.1 distance 0.3 { wobble v0 velocity 10 + rand*30 scale velocity velocity 100 + rand*150 size 10 + rand*5 width 3 shader flareShader alpha 0.8 //Pick a random color hue that is somewhat blueish colorHue 0.5 + 0.2 *rand emitter "0.6 + rand*0.3" { moveGravity 200 colorFade 0.6 Spark } } }
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Post by myth on Jan 8, 2009 8:52:28 GMT 1
Thanks Mate !
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