I didn't comment enough stuff out. Whoops. Thanks for putting up with my stupidity, Tony.
-James On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi <omegal...@gmail.com> wrote: > I dropped the code into a a blank sdk and it works. > I made one minor alteration though, here's the whole thing. if it still > doesn't work for you then i have no idea, as i was just sitting in a box map > with a displacement ground seeing slime splashes randomly, WITH rain coming > down. > http://pastebin.com/0KfbHkii > -Tony > > > On Fri, May 21, 2010 at 9:50 AM, James K <jimmy4...@gmail.com> wrote: > >> Removing the IsInAir conditional broke the rain completely. No rain or >> splashes at all now. >> >> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi <omegal...@gmail.com> >> wrote: >> > and remove all of the other randoms other than what that i changed the >> code >> > to. >> > So for the final output: >> > >> > /*Tony; the traceline replaces the IsInAir check. >> > you also don't want the random's to be around the traceline either, or >> > it will only check SOMETIMES. it needs to check _all_ the time. >> > you also probably want to do some radius checking of the particles >> > position (ignoring z) for if it's in range of the local player to run >> this >> > code or not >> > otherwise you will have traces for every particle all over the place >> > even if there's no way that the player can see it >> > so when the player is out of that radius, you would only use if ( >> > !IsInAir( pParticle->m_Pos ) { return false; } >> > */ >> > trace_t trace; >> > UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL, >> > COLLISION_GROUP_NONE, &trace); >> > if( trace.fraction < 1 || trace.DidHit() ) >> > { >> > if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() ) >> > DispatchParticleEffect( "rain_splash", >> > trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL ); >> > >> > // Tell the framework it's time to remove the particle from the >> list >> > return false; >> > } >> > // We still want this particle >> > return true; >> > >> > -Tony >> > >> > On Thu, May 20, 2010 at 7:16 PM, Saul Rennison <saul.renni...@gmail.com >> >wrote: >> > >> >> Remove the IsInAir conditional, that's your issue. >> >> >> >> On Thursday, May 20, 2010, James K <jimmy4...@gmail.com> wrote: >> >> > I don't want to post the whole file because I really haven't changed >> >> > anything else and that would be massive, so here's the tidbit i'm >> >> > working with. The whole file is c_effects.cpp if you need to see the >> >> > rest. >> >> > >> >> > // No longer in the air? punt. >> >> > if ( !IsInAir( pParticle->m_Pos ) ) >> >> > { >> >> > // Possibly make a splash if we hit a water surface >> and >> >> it's in >> >> > front of the view. >> >> > if ( m_Splashes.Count() < 99 ) >> >> > { >> >> > if ( RandomInt( 0, 100 ) < >> >> r_RainSplashPercentage.GetInt() ) >> >> > { >> >> > trace_t trace; >> >> > UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL, >> >> > COLLISION_GROUP_NONE, &trace); >> >> > if( trace.fraction < 1 || trace.DidHit() ) >> >> > { >> >> > if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() ) >> >> > DispatchParticleEffect( "rain_splash", trace.endpos, >> >> > trace.m_pEnt->GetAbsAngles() , NULL ); >> >> > } >> >> > } >> >> > } >> >> > >> >> > // Tell the framework it's time to remove the particle >> >> from the list >> >> > return false; >> >> > } >> >> > >> >> > // We still want this particle >> >> > return true; >> >> > } >> >> > >> >> >> > _______________________________________________ >> > 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 >> >> > > > -- > -Tony > _______________________________________________ > 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