I use an info_particle_system entity to spawn those drips ...
But I found solution and I think, valve is using very similar way.

Another small problem was, that when I attach that entity to myself, the drips 
are not visible for me, just for everyone else. But when I use a teleporter I 
can see the drips, so it seems, that valve doesn't attach the particle effect 
to the players.

Now I spawn a drips particle effect and teleport it every game frame into a 
random position around the player, so the drips get spawned in random positions 
and it looks like the original one ...

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Jorge Rodriguez
Sent: Sunday, September 27, 2009 12:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Is it possible to change particle properties via code?

Right. How did you spawn those drips? Looks like you just assigned a control
point and had them spit out. Probably what Valve did was spawned the
particles from a particular entity (like the engineer player model) and
there is an initializer in the system called "Position on model" or some
such that spawns the drips somewhere inside the player model. In other
words, the drips aren't set by an offset, they're set by that initializer,
which reads the model dimensions and spawns particles inside them. To get
your system to work like theirs you probably just need to spawn it from a
specific model instead of from a random control point.

Also for max_particles it is subject to SIMD, and perhaps that is
interfering with your value? It will sometimes be off by 4 as a result. Is
this the problem you're having or a different problem? Is it that important
that you have exactly 200 particles?

-- 
Jorge "Vino" Rodriguez
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