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Activating Particle Effects
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GreyFox Offline
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Posts: 162
Joined: Jul 2011
Reputation: 2
Post: #1
Activating Particle Effects

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

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08-07-2011 07:56 PM
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Tanshaydar Offline
From Beyond

Posts: 3,085
Joined: Mar 2009
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Post: #2
RE: Activating Particle Effects

Nope;
http://wiki.frictionalgames.com/hpl2/amn..._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

08-07-2011 08:01 PM
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GreyFox Offline
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Posts: 162
Joined: Jul 2011
Reputation: 2
Post: #3
RE: Activating Particle Effects

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?

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08-07-2011 08:27 PM
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Tanshaydar Offline
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Posts: 3,085
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Post: #4
RE: Activating Particle Effects

They don't need to be in the editor. That function creates a ps at desired entity anytime anywhere.

08-07-2011 08:56 PM
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GreyFox Offline
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Posts: 162
Joined: Jul 2011
Reputation: 2
Post: #5
RE: Activating Particle Effects

Alright thank you. Your a Big Help.

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08-07-2011 09:56 PM
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