DP Rain effect
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DP Rain effect
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?
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?
- necros
- Posts: 77
- Joined: Thu Dec 16, 2004 10:32 pm
Re: DP Rain effect
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.
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: DP Rain effect
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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Chip - Posts: 575
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