Ahhhh, I see. All three effects are used at once.
By the way, nice ROC!
Edit: Uh, I meant FOC... stupid finger-fumbles!
DarkPlaces effectinfo covered!
Last edited by Junrall on Sat Apr 10, 2010 4:05 pm, edited 1 time in total.
Good God! You shot my leg off!
Alright, So I've pasted Chip's TE_FOC into effectinfo.txt and used:
Is this the proper way to access this new effect?
When I use this all I get is white smoke... no flames.
Update: I'm still just getting the smoke effect.... however, in effectinfo.txt, if I delete all instances of TE_SPIKE and rename all TE_FOC to TE_SPIKE and use the standard WriteByte method then the result is all three effects for fire are used just fine.
Code: Select all
pointparticles(particleeffectnum("TE_FOC"), orig, vel, 20);
When I use this all I get is white smoke... no flames.
Update: I'm still just getting the smoke effect.... however, in effectinfo.txt, if I delete all instances of TE_SPIKE and rename all TE_FOC to TE_SPIKE and use the standard WriteByte method then the result is all three effects for fire are used just fine.
Good God! You shot my leg off!
Re: DarkPlaces effectinfo covered!
Junrall (or obviously Chip!) did you get it's usage sorted out? Also how do I place this in a map in terms of using the editor?
Re: DarkPlaces effectinfo covered!
in quakeone me and madgipsy made this code to spawn effects in area using brushes (not points)ajay wrote:Junrall (or obviously Chip!) did you get it's usage sorted out? Also how do I place this in a map in terms of using the editor?
http://quakeone.com/forums/quake-help/g ... t-mod.html
you can check the thread
hi, I am nahuel, I love quake and qc.
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Re: DarkPlaces effectinfo covered!
lovely! Thanks for sharing!
Meadow Fun!! - my first commercial game, made with FTEQW game engine