[SCRIPT] Creating fire - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [SCRIPT] Creating fire (/thread-12679.html) |
Creating fire - Sazureth - 01-17-2012 On my current project I'm going to need to create a activate/deactivateable fire effect for burning chemicals, and I don't really know what would be the best way to do it. I've tried with with PS's but I'm afraid you're unable to activate those with script? What other choices do I have..? RE: Creating fire - Statyk - 01-17-2012 (01-17-2012, 09:01 PM)Sazureth Wrote: I've tried with with PS's but I'm afraid you're unable to activate those with script?Yes you can. There's: void CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS); Creates a particle system on an entity. asPSName - internal name asPSFile - the particle system to use + extension .ps asEntity - the entity to create the particle system at abSavePS - determines whether a particle system should “remember” its state And: void DestroyParticleSystem(string& asName); Destroys a particle system. |