Because you need to look at the actual effect, and not just the server-side
function that CREATES the effect "bloodspray".
PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial(
"effects/blood_drop" );
You need the material effects/blood_drop.vmt
-----Original Message-----
From: c0ldfyr3 [mailto:[EMAIL PROTECTED]
Sent: October 27, 2005 8:50 AM
To: [email protected]
Subject: Re: [hlcoders] UTIL_BloodSpray
Ya i've looked through all of that, the whole class file. But when you use
it, its unmaterialed. No colour, doesnt matter what colour you use its
always the same :|
----- Original Message -----
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, October 27, 2005 1:58 AM
Subject: Re: [hlcoders] UTIL_BloodSpray
> Eventhough i have not looked into this effect, grep
> gives me an idea
>
> UTIL_BloodSpray( (forward * 4 ) + (
> pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) *
> 0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL
> );
>
> If i understand this, you can spray red, and green
> (Alien).
>
> Best to look at, and read from line 950 - 1300 in
> effects.cpp
>
>
> --- c0ldfyr3 <[EMAIL PROTECTED]> wrote:
>
>> Im sorry if this has been discussed before, but
>> whenever I try and use the
>> ITempEntsSystem->BloodSpray it emits alot of
>> unmaterialed purple squared
>> blood.
>>
>> Does anyone know why ? I see no params anywhere for
>> a material to use...
>>
>> Thanks in advance.
>>
>> -c0ld
>>
>>
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