Re: [hlcoders] Is it possible to change particle properties via code?
You can't see particle systems attached to yourself because then they get in
the way of the view. Valve hard-coded it so that you don't see particle
systems attached to yourself. I don't know how you're doing
You can't see particle systems attached to yourself because then they get in
the way of the view. Valve hard-coded it so that you don't see particle
systems attached to yourself. I don't know how you're doing all that
teleporting stuff, but seems to me you can just copy their particle system
and re
ginal Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] 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
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 tha
access to the properties?
Ideas ? ;D
Andi
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
Sent: Saturday, September 26, 2009 8:01 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlc
There are some values which are not in an operator or initializer or
anything, but in the regular "properties" page of the particle, same page
where you set the particle's texture. Is this the "max_particles" property
that you're talking about?
--
Jorge "Vino" Rodriguez
__
Hello,
I have a question about the particle system in Team Fortress 2.
I want to use the "player_dripsred" particle (which is used for players, who
recently used a teleporter) in a plugin.
There are no problems to spawn it, but it doesn't look like the original one in
the game itself.
So I too
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