12-17-2011, 05:32 AM
12-17-2011, 06:03 AM
It's not an entity, so you use
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
Code:
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
12-18-2011, 04:38 AM
then why can you make it active and inactive?
12-18-2011, 04:48 AM
(12-18-2011, 04:38 AM)hoppem Wrote: [ -> ]then why can you make it active and inactive?WHY?... So it doesn't repeat itself. Odd question.
12-18-2011, 04:49 AM
(12-18-2011, 04:38 AM)hoppem Wrote: [ -> ]then why can you make it active and inactive?Idk really
12-18-2011, 05:18 AM
I think there are some things that have that as an option in the level editor, but don't quite work. For example, disabling lights won't work, you have to do it through scripting; at least in my experience.
12-18-2011, 08:51 AM
(12-18-2011, 05:18 AM)MrBigzy Wrote: [ -> ]I think there are some things that have that as an option in the level editor, but don't quite work. For example, disabling lights won't work, you have to do it through scripting; at least in my experience.Exactly, certain things like tables and sofas don't deactivate, just trial and error I guess.