Hey everyone who is kind enough to read this!
Lately, I've improved my skills in scripting by for example being able to program my own flashbacks. Those works
just fine, but I got a little over my head and tried creating a PS on an entity (PS: s are the hardest thing I know so far), but without success. My question: Is it invalid to create a PS in a script area? Or how do I make my rose petals show when the player enters the room?
{
AddEntityCollideCallback("Player", "Look_Roses", "PS_System", true, 1);
}
void PS_System(string &in asChild, string &in asParent, int alState)
{
CreateParticleSystemAtEntity("Roses_Red", "ps_rose_petals.ps", "Roses", true);
//Y U no work?!
}
Look_Roses = The area the player enters when he enters the room (a script area)
Roses_Red = What I named the PS (the internal name)
Roses = The script area I want the PS to start from
(asPSName - internal nameasPSFile - 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)
What I think is wrong is that I've missunderstood what the internal name should be used for, or is it invalid to use a script function to create a PS at? Also, I was wondering what the boolean parameter "abSavePS" means?
Kind Regards,
/Twitchez