Activating Particle Effects - 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: Activating Particle Effects (/thread-9637.html) |
Activating Particle Effects - GreyFox - 08-07-2011 Hey Guys. Just wondering something Could you do Void Func1(string &in asEntity) (Dunno if thats correct but that part doesn't matter) { SetEntityActive("ParticleSytemHere", true); } Just wondering if this works because I'm kinda stumped why It's not working for me. I have a door and when you go to open it I have a Loud Impact noise to scare you and I though some wood debris would be a nice effect but I never see it. Did I do this wrong. Thanks -Grey Fox RE: Activating Particle Effects - Tanshaydar - 08-07-2011 Nope; http://wiki.frictionalgames.com/hpl2/amnesia/script_functions void CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS); Creates a particle system on an entity. asPSName - internal name asPSFile - 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 RE: Activating Particle Effects - GreyFox - 08-07-2011 So I do I even need a particle system in the level editor? or can I just delete the ones i had and use this way? RE: Activating Particle Effects - Tanshaydar - 08-07-2011 They don't need to be in the editor. That function creates a ps at desired entity anytime anywhere. RE: Activating Particle Effects - GreyFox - 08-07-2011 Alright thank you. Your a Big Help. |