It is currently Fri May 31, 2024 6:16 am

coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.


CNewParticleEffect* pEffect = new CNewParticleEffect()PrecacheParticleSystem()
pfannkuchen_gesicht wrote:write a ! in front of the *.pcf path in the particles_manifest.txt
pfannkuchen_gesicht wrote:somehow DispatchParticleEffect() works properly only server-side, it's better to use
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CNewParticleEffect* pEffect = new CNewParticleEffect()
instead. that will also fix the problem.
CNewParticleEffect()DispatchParticleEffect()pfannkuchen_gesicht wrote:and btw, don't forget to Precache the particle first with
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PrecacheParticleSystem()






Gary wrote:Doeshave the same inputs that
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CNewParticleEffect()does?
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DispatchParticleEffect()
PrecacheParticleSystem(particlesystem);
CNewParticleEffect* pEffect = new CNewParticleEffect( C_BaseEntity, particlesystem );
pEffect->SetControlPoint( 0, vecOrigin );

Gary wrote:I think it might of been a combination of my placement of the precaching call and my crappy particle. I put the precache under the think function and Armageddon made me a new particle.
Also, because I can never fallow a tutorial without editing anything, I made the rain collide with every solid object:











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