Frictional Games Forum (read-only)

Full Version: How to make a particle system activate
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Hey, I understand theres the command

CreateParticleSystemAtEntity, but the thats not what I want.

I want to open a door and have a gust of wind/dust just blow down the hall. Would I do

SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction);

and then do PreloadParticleSystem(string& asPSFile);?

What does PreloadParticleSystem even do? (well preload it but what do that do?)

Is there a simple way of doing it.

-Grey Fox
Yeah, you would probably want to call a SetEntityPlayerInteractCallback function.

PreloadParticleSystem simply loads a particle system into your memory, making the spawning of a particular particle system somewhat quicker, but it won't actually SPAWN a PS.

You would want to use the CreateParticleSystemAtEntity function--place a Script Area in the location you want the particle system to spawn, and then set the CreateParticleSystemAtEntity to make your one-shot particle system to spawn at that area.
Ohh A Script Area is what i'd use? OMG thank you so much I didn't even realize I could do that!

Awesome Thanks!

-Grey Fox