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DarkPlaces effectinfo covered!

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Postby Junrall » Fri Apr 09, 2010 11:45 pm

Ahhhh, I see. All three effects are used at once.
By the way, nice ROC!

Edit: Uh, I meant FOC... stupid finger-fumbles!
Last edited by Junrall on Sat Apr 10, 2010 4:05 pm, edited 1 time in total.
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Postby Teiman » Sat Apr 10, 2010 2:05 am

wow.. that fire is almost perfect!
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Postby Error » Sat Apr 10, 2010 3:21 am

anyone want to wiki it?
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Postby Junrall » Sat Apr 10, 2010 3:44 am

Alright, So I've pasted Chip's TE_FOC into effectinfo.txt and used:

Code: Select all
pointparticles(particleeffectnum("TE_FOC"), orig, vel, 20);

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.
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Re: DarkPlaces effectinfo covered!

Postby ajay » Mon Aug 12, 2013 2:08 pm

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?
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Re: DarkPlaces effectinfo covered!

Postby Nahuel » Mon Aug 12, 2013 2:31 pm

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?


in quakeone me and madgipsy made this code to spawn effects in area using brushes (not points) :)

http://quakeone.com/forums/quake-help/general-help/9827-very-simple-qc-ent-mod.html

you can check the thread :)
hi, I am nahuel, I love quake and qc.
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Re: DarkPlaces effectinfo covered!

Postby toneddu2000 » Tue Sep 24, 2013 8:00 pm

lovely! Thanks for sharing!
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