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DP Rain effect

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DP Rain effect

Postby necros » Sun Aug 07, 2011 6:48 pm

is there a way to get it to be effected by gravity?
so i could spawn it with '0 0 0' initial velocity, and the drops would accelerate on their own?
or is it hard coded to just fall down at constant velocities?
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Re: DP Rain effect

Postby Nahuel » Sun Aug 07, 2011 8:29 pm

necros wrote:is there a way to get it to be effected by gravity?
so i could spawn it with '0 0 0' initial velocity, and the drops would accelerate on their own?
or is it hard coded to just fall down at constant velocities?

the particle rain have an specific vector "vector vel"
Code: Select all
void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;

I believe that you can change this value with variables. But I do not believe that the particlerain could have "movetype_toss".perhaps the trick is when you change the gravity. The trigger that changes the gravity of the entire map also should be used to change the speed of the rain.
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Postby necros » Sun Aug 07, 2011 11:19 pm

yeah, i'm after 'movetype_toss' behaviour, but it seems like there's no alternate rain effect with extra settings.
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Postby goldenboy » Mon Aug 08, 2011 2:49 pm

func_emitter_volume and t_effector_gravity from extras allow you to do that... you just need a good-looking rain sprite.
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Re: DP Rain effect

Postby Chip » Mon Aug 08, 2011 3:12 pm

necros wrote:is there a way to get it to be effected by gravity?
so i could spawn it with '0 0 0' initial velocity, and the drops would accelerate on their own?
or is it hard coded to just fall down at constant velocities?


What about DP particles? I created some sparks a while ago and they had their own gravity field. From that point on they would just fall.
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