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Full Version: How to make enemies bang doors
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I was wandering how you can make an enemy bang doors like when you get near it. Is it just some particle effects and the sound playing?
Yes, with combination of PropImpulses, screen effects, etc
do you have to preload a particle entity?
(08-26-2011, 03:08 AM)sgthale Wrote: [ -> ]do you have to preload a particle entity?

You don't have to preload a particle system, but you can if you want to. It just results in less lag when the particle system is created at an area, but it takes longer for the level to load.
(08-26-2011, 03:08 AM)sgthale Wrote: [ -> ]do you have to preload a particle entity?

Preloading is recommended when you haven't already placed the particle system in the map. If it is in the map, then it'll get loaded with the map.
(08-26-2011, 03:22 AM)Your Computer Wrote: [ -> ]
(08-26-2011, 03:08 AM)sgthale Wrote: [ -> ]do you have to preload a particle entity?

Preloading is recommended when you haven't already placed the particle system in the map. If it is in the map, then it'll get loaded with the map.
If it's in the map, you mean like if it's permanently active and not summoned by something like a scripted area?
I've preloaded all my particle effects and sounds, but I don't notice the slightest difference. Is it only noticable on slow computers? How slow are we talking?
(05-05-2012, 12:14 PM)Cranky Old Man Wrote: [ -> ]If it's in the map, you mean like if it's permanently active and not summoned by something like a scripted area?
I've preloaded all my particle effects and sounds, but I don't notice the slightest difference. Is it only noticable on slow computers? How slow are we talking?

A particle system can cause temporary lag on any computer, specifically those without a solid state drive, but it depends on the particle system itself. A PS file is really small in size, at least compared to the textures it references. If a particle system references a lot of textures, specifically textures that near 1 MB or more, then you may experience lag when it is being loaded.