How to make a particle system activate - 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: How to make a particle system activate (/thread-9700.html) |
How to make a particle system activate - GreyFox - 08-11-2011 Hey, I understand theres the command CreateParticleSystemAtEntity, but the thats not what I want. I want to open a door and have a gust of wind/dust just blow down the hall. Would I do SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction); and then do PreloadParticleSystem(string& asPSFile);? What does PreloadParticleSystem even do? (well preload it but what do that do?) Is there a simple way of doing it. -Grey Fox RE: How to make a particle system activate - graykin - 08-11-2011 Yeah, you would probably want to call a SetEntityPlayerInteractCallback function. PreloadParticleSystem simply loads a particle system into your memory, making the spawning of a particular particle system somewhat quicker, but it won't actually SPAWN a PS. You would want to use the CreateParticleSystemAtEntity function--place a Script Area in the location you want the particle system to spawn, and then set the CreateParticleSystemAtEntity to make your one-shot particle system to spawn at that area. RE: How to make a particle system activate - GreyFox - 08-11-2011 Ohh A Script Area is what i'd use? OMG thank you so much I didn't even realize I could do that! Awesome Thanks! -Grey Fox |