Graal Forums  

Go Back   Graal Forums > Development Forums > NPC Scripting > New Scripting Engine (GS2)
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 08-03-2006, 06:42 AM
Angel_Light Angel_Light is offline
Varia Developer
Angel_Light's Avatar
Join Date: Nov 2005
Location: Knoxville, TN
Posts: 1,684
Angel_Light is on a distinguished road
Send a message via AIM to Angel_Light Send a message via MSN to Angel_Light
PE on Terrain

How do I get so when any particle is on the terrain it shows a ani

heres what I have right now

if (emitter.particle.z == "0") {
showani(this.particle.x,this.particle.y,"sh_raindr op",NULL);
}

I've tried many other things but nothing works :/
__________________
Deep into the Darkness peering...
Reply With Quote
  #2  
Old 08-03-2006, 06:59 PM
contiga contiga is offline
Graal2001 Administration
contiga's Avatar
Join Date: Jul 2004
Location: Netherlands
Posts: 419
contiga is an unknown quantity at this point
Send a message via ICQ to contiga Send a message via AIM to contiga Send a message via MSN to contiga Send a message via Yahoo to contiga
Thats something I need also, when my rain dropped down I need to see a splash, so maybe some modifier for images could help?
__________________
AIM: Contiga122
MSN: [email protected]
Status:
Quote:
Originally Posted by unixmad View Post
I am also awake 3AM to help correct problems.
Quote:
Originally Posted by Bomy Island RC people
Daniel: HoudiniMan is a bad guy =p
*Bell: rofl. I first read that as houdini is a bad man. like the little kid that wants his mommy to keep her away from that boogie man
Daniel: xD
*Rufus: I wouldn't want my kids around him.
Reply With Quote
  #3  
Old 08-05-2006, 12:50 AM
ForgottenLegacy ForgottenLegacy is offline
-Backtoscripts-
Join Date: Aug 2003
Location: California
Posts: 289
ForgottenLegacy is on a distinguished road
Send a message via AIM to ForgottenLegacy
PHP Code:
addLocalModifier("once"rangeendrangeend"image""replace", <imagename>, <imagename>); 
This post may get deleted but that's my shot in the dark. That _might_ work, but then again, if the GS2 parser evaluates the last two params as numbers, then there's no way to do it with modifiers.

Isn't there some way to access each individual emitted particle?
__________________
"The higher you fly, the harder it is to breathe."

[Kaidenn] Maybe I will somehow take control of Lance's body when he isn't looking, have him log onto Kingdoms, update one script, and leave.
[Kaidenn] And leave him exactly where I found him, unchanged and completely unnaware of what just took place the last two minutes.
[GrowlZ] Lance: You might want to lock your bedroom door tonight
Reply With Quote
  #4  
Old 08-05-2006, 04:30 AM
Twusk Twusk is offline
o.O
Join Date: Jun 2002
Location: California, USA
Posts: 57
Twusk is on a distinguished road
Send a message via AIM to Twusk
Perhaps this information posted by Stefan might be helpful:

- emitter.dropemitter, emitter.dropwateremitter - those work exactly like the emitter itself (e.g. you can edit emitter.dropemitter.particle) and are used for emitting particles once a particle drops on the ground (rain drops) or the lifetime is over (for fireworks) - once a particle is dropping the emitter is calling dropemitter.emitat() to produce the drops; if there is a dropwateremitter and the particle was dropping on water then it is using the dropwateremitter for the drop effect

Source: http://forums.graalonline.com/forums...ad.php?t=62877
__________________
</Twusk>
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:13 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.