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Full Version: How to make a wind effect?
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Hey FrictionalGames Forum,

I want to know how to make this scenario:

You walk into a room, and suddenly you hear wind whistling through your ears, and you see wind flowing towards you.

I know how to trigger the sound. (PlaySoundAtEntity etc.)
I know how to set up an area.

My main question here: In which catagory do I find the wind effects? (like in the first Amnesia level when a door is blown open by the wind) is it in the particles? If yes, how do I trigger a particle if the player colides with an area?

Thanks guys!
-SmokeMelvin
CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS);
It might be dust_whirl_large.
(09-03-2012, 01:01 AM)lolmaster Wrote: [ -> ]CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS);
It might be dust_whirl_large.
Thanks its exactly what I looked for.

But, the script for the activation on colide... I tried this:

void AtStart()
{
AddEntityCollideCallback("Player", "Wind_Activate", "WindBlowing", true, 1);

}

void WindBlowing(string &in asParent, string &in asChild, int alState)
{
CreateParticleSystemAtEntity("", "ps_dust_whirl.ps", "WindBlow", false);
PlaySoundAtEntity("", "scare_wind.snt", "Player", 0, false); //Works
}

But no particle there.. am I doing something wrong?
Make a script area. Use that as "WindBlow". AKA Rename the script area as Windblow and erase the old thing
(09-03-2012, 01:46 AM)Harthex Wrote: [ -> ]Make a script area. Use that as "WindBlow". AKA Rename the script area as Windblow and erase the old thing
Ah! I get it.. I thought I had to place a particle. Thank you both very much!