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[TF2] Haunted Halloween Gift particles


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Pelipoika
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Join Date: May 2012
Location: Inside
Old 10-13-2013 , 14:40   [TF2] Haunted Halloween Gift particles
Reply With Quote #1

Does anyone happen to know what they're called?
god i wish particle editor would work.

This one

Last edited by Pelipoika; 10-13-2013 at 14:47.
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11530
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Old 10-13-2013 , 16:09   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #2

Might be halloween_pickup_active.
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Pelipoika
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Old 10-13-2013 , 17:55   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #3

Quote:
Originally Posted by 11530 View Post
Might be halloween_pickup_active.
Propably, now it just comes down to attaching the particle to the gift and i have no idea how to do it properly. The particle just floats on top of the gift (item_ammopack_small) and looks dumb
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 10-13-2013 , 19:29   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #4

Here's something I use in a plugin of mine.

PHP Code:
CreateParticle(iEnt, const String:szParticle[], Float:fOffset[3]) {
    new 
iParticle CreateEntityByName("info_particle_system");
    if (
iParticle != -1) {
        
decl Float:fSpawnPos[3];
        
GetEntPropVector(iEntProp_Send"m_vecOrigin"fSpawnPos);

        
fSpawnPos[0] += fOffset[0];
        
fSpawnPos[1] += fOffset[1];
        
fSpawnPos[2] += fOffset[2];
        
        
TeleportEntity(iParticlefSpawnPosNULL_VECTORNULL_VECTOR);
        
        
DispatchKeyValue(iParticle"effect_name"szParticle);

        
SetVariantString("!activator");
        
AcceptEntityInput(iParticle"SetParent"iEntiParticle0);

        
DispatchSpawn(iParticle);
        
ActivateEntity(iParticle);

        
AcceptEntityInput(iParticle"Start");
    }

    return 
iParticle;

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Pelipoika
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Join Date: May 2012
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Old 10-14-2013 , 06:23   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #5

Quote:
Originally Posted by bl4nk View Post
Here's something I use in a plugin of mine.

PHP Code:
CreateParticle(iEnt, const String:szParticle[], Float:fOffset[3]) {
    new 
iParticle CreateEntityByName("info_particle_system");
    if (
iParticle != -1) {
        
decl Float:fSpawnPos[3];
        
GetEntPropVector(iEntProp_Send"m_vecOrigin"fSpawnPos);

        
fSpawnPos[0] += fOffset[0];
        
fSpawnPos[1] += fOffset[1];
        
fSpawnPos[2] += fOffset[2];
        
        
TeleportEntity(iParticlefSpawnPosNULL_VECTORNULL_VECTOR);
        
        
DispatchKeyValue(iParticle"effect_name"szParticle);

        
SetVariantString("!activator");
        
AcceptEntityInput(iParticle"SetParent"iEntiParticle0);

        
DispatchSpawn(iParticle);
        
ActivateEntity(iParticle);

        
AcceptEntityInput(iParticle"Start");
    }

    return 
iParticle;

Didn't work :/
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 10-14-2013 , 07:20   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #6

You can dispatchkeyvalues for origin and angles rather than teleporting the entity on spawn.
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Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 10-14-2013 , 16:44   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #7

When I tried myself - it worked, but emitted from single point, not whole model.
PHP Code:
decl String:strPresentName[64];
// (secret stuff)
DispatchKeyValueVectoriPresent"origin"vecOrigin );
DispatchKeyValueVectoriPresent"angles"vecAngles );
DispatchKeyValueiPresent"solid""6" );
DispatchSpawniPresent );
ActivateEntityiPresent );
// (secret stuff again)
AttachParticleiPresent"halloween_pickup_active"_14.0 ); 
AttachParticle function
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Last edited by Leonardo; 10-14-2013 at 16:44.
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 10-15-2013 , 03:53   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #8

Quote:
Originally Posted by Leonardo View Post
When I tried myself - it worked, but emitted from single point, not whole model.
PHP Code:
decl String:strPresentName[64];
// (secret stuff)
DispatchKeyValueVectoriPresent"origin"vecOrigin );
DispatchKeyValueVectoriPresent"angles"vecAngles );
DispatchKeyValueiPresent"solid""6" );
DispatchSpawniPresent );
ActivateEntityiPresent );
// (secret stuff again)
AttachParticleiPresent"halloween_pickup_active"_14.0 ); 
AttachParticle function
I'm a bit confused. is the code above how you got the particle to emit from the model and not a single point, or the code that you used and it emitted from a single point?
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 10-15-2013 , 04:45   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #9

this
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 10-15-2013 , 10:10   Re: [TF2] Haunted Halloween Gift particles
Reply With Quote #10

There is no way then. Humh :/
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