Nope...jacobhinds said:(there might be a WSE option for it)
CutContent said:Using the particle effect directly from MS actually does bloody the agents, but it bloodies their feet.
Pio said:CutContent said:Using the particle effect directly from MS actually does bloody the agents, but it bloodies their feet.
That's interesting. Maybe it depends on where particles are spawned?
(agent_get_bone_position, pos2, ":inflicted_agent_id", hb_head, 1),
(particle_system_burst, "psys_decap_blood", pos2, 5),
(particle_system_burst, "psys_game_blood", pos2, 500),
(particle_system_burst, "psys_game_blood_2", pos2, 500),
(particle_system_burst, "psys_cannon_blood", pos2, 500),
(particle_system_burst, "psys_cannon_blood_2", pos2, 500),
(particle_system_burst, "psys_bird_blood", pos2, 500),
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Pio said:
agent_deliver_damage_to_agent
Pio said:I had to test it somehow
Pio said:Code:(particle_system_burst, "psys_game_blood", pos2, 500), (particle_system_burst, "psys_game_blood_2", pos2, 500), (particle_system_burst, "psys_cannon_blood", pos2, 500), (particle_system_burst, "psys_cannon_blood_2", pos2, 500), (particle_system_burst, "psys_bird_blood", pos2, 500),
kalarhan said:But your code below doesn't mean much in any case (SP or MP), as we have no idea where you got the pos2 from, and the code for your particle, etc.
# pio's blood test
(try_for_agents, ":cur_bloody_agent"),
(agent_get_bone_position, pos2, ":cur_bloody_agent", 9, 1), # 9 is head bone
(particle_system_burst, "psys_game_blood", pos2, 500),
(particle_system_burst, "psys_game_blood_2", pos2, 500),
(particle_system_burst, "psys_cannon_blood", pos2, 500),
(particle_system_burst, "psys_cannon_blood_2", pos2, 500),
(particle_system_burst, "psys_bird_blood", pos2, 500),
(try_end),
kalarhan said:Also note your are overdoing the effect (500 value)
EmielRegis said:Hmmm, Kalarhan didnt mentioned Q&A Thread. Something fishy. What you did to real Kalarhan?!
Pio said:This is the code:
in on_agent_spawn script and also when admin spawns a shotgun which together with some hotkeys makes a cool looking effect
No damage will result in no vertex coloring.EmielRegis said:You could get position of bone, properly aim "add_missile" and shoot your agent adding bloody wound in result. I guess you want just add blood without actually losing hp. This can be achiewed by overrriding damage done in some "on_agent_hit" trigger to zero.
_Sebastian_ said:The damage value itself determines the strength of the blood effects.
EmielRegis said:_Sebastian_ said:The damage value itself determines the strength of the blood effects.
Good to know. In this case you could use "on_agent_hit" trigger to check how much damage was done and heal it instantly.
kalarhan said:and this is turning into a experiment for a feature, which is not the same as a quick question, now is it?
kalarhan said:What do you want to do? What is wrong with the pictures? I really can't tell anymore, after all this mad scientist testing and exploding bodies (that look like you got the special perk in Fallour 4 for exploding bodies)