Not sure but I think I've heard or read somewhere its done through the QC script. No idea how, though. /ScarT
2008/11/27 Michael Chang <[EMAIL PROTECTED]> > Hey List > > I've tried this both ways. First I tried: > > http://developer.valvesoftware.com/wiki/Particles_In_Animations > > Then I tried > > http://developer.valvesoftware.com/wiki/Particles_In_Code > > Both times I specify spawning on an attachment, then follow the attachment. > > Both do not work, they spawn the particle at origin 0,0,0. > > > Here's my QC: > { event AE_CL_CREATE_PARTICLE_EFFECT 13 "tracer_effect follow_attachment > anim_attachment_T" } > > > > Here's my code: > int attachment = LookupAttachment("anim_attachment_T"); > if(attachment == -1){ > DevMsg(0, "attachment is invalid\n"); > } > else{ > DevMsg("dispatching particle\n"); > DispatchParticleEffect("tracer_effect",PATTACH_POINT_FOLLOW, this, > "anim_attachment_T", false ); > Vector pos; > GetAttachment("anim_attachment_T", pos); > DevMsg("%f %f %f\n", pos.x, pos.y, pos.z); > } > > idealActivity = GetSwingComboActivity( m_iCurrentStance ); > > (excuse the debug messages.. but the attachment is well and alive! tested!) > > > > > How does one get the particle to begin at an attachment? What am I doing > wrong? > > Thanks. > > ~M > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

