View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002521 | The Dark Mod | Def / Setup | public | 08.01.2011 22:33 | 22.02.2011 01:21 |
Reporter | Springheel | Assigned To | Springheel | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | assigned | Resolution | open | ||
Summary | 0002521: Movable objects making fx when colliding...interesting option | ||||
Description | Sorry for a little later reply. I didn't notice that the problem is still unsolved. Here are the exact things you can do without changing the SDK: -You can add key "fx_collide" in defs of only those entities whose spawclass is "idMoveable" or ones which inherit from "idMoveable" -"fx_collide" should be an FX(.fx) and not particle effect(.prt). -An fx is played upon collision, but there has to be a delay of 3500 millisecs for it to be played again on next collision. You can have control over setting this delay, so that you can set it using simple keys in a def, but You'll have to use SDK for that. It's very simple to do that, though. | ||||
Tags | No tags attached. | ||||
duplicate of | 0001601 | closed | Springheel | Particle effects for collisions |
I thought I already tracked such a feature request, but I can't find it right now. One option is also for arrows to make a small puff-of-sparks/wood-bits/stone-chips when they impact. Likewise for the sword, or the blackjack. |
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Related to 588? | |
Date Modified | Username | Field | Change |
---|---|---|---|
08.01.2011 22:33 | Springheel | New Issue | |
08.01.2011 22:33 | Springheel | Status | new => assigned |
08.01.2011 22:33 | Springheel | Assigned To | => Springheel |
09.01.2011 10:30 | tels | Note Added: 0003428 | |
20.02.2011 18:00 | tels | Relationship added | duplicate of 0001601 |
22.02.2011 01:21 | nbohr1more | Note Added: 0003631 |