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
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