by $k!llz
on 04/16/2009 03:18, 2 messages, last message: 04/16/2009 03:33, 897 views, last view: 05/04/2024 14:48, closed on 04/20/2009 10:34 |
i was wondering how i edit the flares to make tham last longer, i found this, but i dont know what the numbers mean
case GUN_PISTOL:
{
particle_splash(0, 200, 250, to);
//particle_trail(1, 10, from, to);
particle_flare(hudgunorigin(gun, from, to, d), to, 600, 10);
if(!local) adddecal(DECAL_BULLET, to, vec(from).sub(to).normalize(), 2.0f);
//if(gun==GUN_CG) adddynlight(hudgunorigin(gun, d->o, to, d), 30, vec(1, 0.75f, 0.5f), 50, 0, DL_FLASH);
break;
and i was also wondering how i can make more blood spatter everywhere whan i kill something. thx
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line 207 iengine.h
extern void particle_flare(const vec &p, const vec &dest, int fade, int type, int color = 0xFFFFFF, float size = 0.28f, physent *owner = NULL);
that's the function numbers... now if you can't help yourself don't expect others to help you :P
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