| Jiroxys7 |
06-02-2010 09:33 PM |
PHP Code:
GANI0001
DEFAULTATTR1 hat0.png DEFAULTHEAD head19.gif DEFAULTBODY body.png
SCRIPT function onPlayerEnters() { if (!particleeffectsenabled) return; with (findimg(200)) { spin = degtorad(0); rotation = degtorad(0);
with (emitter) { delaymin = 0.1; delaymax = 0.3; nrofparticles = 1; emitautomatically = true; autorotation = false; firstinfront = false; emissionoffset = {1.6,1.5,0}; attachposition = false; checkbelowterrain = false; continueafterdestroy = false; maxparticles = 100000; particleTypes = 1; attachtoowner=true; // Light with (particles[0]) { image = "light2s.png"; zoom = 1; red = random(0,0.1); green = 1; blue = 1; alpha = 0.7; mode = 0; lifetime = 1; angle = degtorad(32); zangle = degtorad(0); speed = 0.25; rotation = degtorad(80); spin = degtorad(0); partx = 0; party = 0; partw = 0; parth = 0; stretchx = 1; stretchy = 1; sound = ""; layer = 2; } addlocalmodifier("impulse", 0.05, 0.05, "movey", "add", -0.1, -1); // Wind addlocalmodifier("once", 0, 0, "angle", "replace", degtorad(-200), degtorad(200)); // Random Angle addlocalmodifier("impulse", 0.2, 0.2, "alpha", "add", -0.2, -0.2); // Dim addlocalmodifier("range", 1, 2, "speed", "add", 10, 20); // Spread addlocalmodifier("impulse", 20, 20, "red", "replace", 0, 1); // Recolor } } } SCRIPTEND
I was thinking about putting something in another weapon that generated client.vars that i could place in the offset here that change based on the player's direction. but that feels like it might be unnecessary clutter.
edit: urg. yet another problem =X it seems that when i change levels with this, the local modifiers stop working. What would cause that to happen?
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