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Blood Drip Effect?
DaAinGame Offline
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#1
Blood Drip Effect?

Remember that first level of Amnesia where the petals fell from the ceiling? Well I want to redo that except using blood. Only problem, is I've never worked with particle systems before and my level editor has a tendency to crash whenever I look for particles/materials/decals etc. so I have to get them manually. I've searched on youtube, google, and did a forum search and found no tutorials on how to do it, which also leaves me to ask; is it even possible? This is not a very important item, and can be skipped over, but it would be pretty nice to add something like this to my story. Thanks in advanced!

***EDIT***
I found the particle system I want to use, but how can I set it on a loop? To where a drop of blood falls maybe like, every 5 seconds or so? Right now it drips once as soon as the map starts up and that's it.

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(This post was last modified: 06-16-2012, 07:46 AM by DaAinGame.)
06-16-2012, 01:22 AM
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Bridge Offline
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#2
RE: Blood Drip Effect?

Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:

while(true) {
    //do stuff
    Sleep(5000);
}

Don't know how well that would work in Amnesia though.
06-16-2012, 01:56 AM
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Your Computer Offline
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#3
RE: Blood Drip Effect?

Edit the particle system and have it respawn after death.

(06-16-2012, 01:56 AM)Bridge Wrote: Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:

Don't know how well that would work in Amnesia though.

Sleep halts the program completely for the time specified. Thankfully, we do not have access to that function.

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06-16-2012, 02:38 AM
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DaAinGame Offline
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#4
RE: Blood Drip Effect?

(06-16-2012, 01:56 AM)Bridge Wrote: Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:

while(true) {
    //do stuff
    Sleep(5000);
}

Don't know how well that would work in Amnesia though.
I'm confused by your post, but if I understand that correctly, it won't work, because the engine only reads Angel Script?

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06-16-2012, 02:39 AM
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Putmalk Offline
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#5
RE: Blood Drip Effect?

Check archives.hps and see how they did it.

06-16-2012, 05:18 AM
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DaAinGame Offline
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#6
RE: Blood Drip Effect?

Oh DUH! Such a simple thing to do, yet something I wouldn't think of. It creates the effect, then adds a timer of like, 2 seconds. The timer then callbacks the exact same function, thus putting it into an infinite loop. Thanks for pointing that out Putmalk! +1 for you.

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06-16-2012, 07:45 AM
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Bridge Offline
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#7
RE: Blood Drip Effect?

(06-16-2012, 02:38 AM)Your Computer Wrote: Edit the particle system and have it respawn after death.

(06-16-2012, 01:56 AM)Bridge Wrote: Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:

Don't know how well that would work in Amnesia though.

Sleep halts the program completely for the time specified. Thankfully, we do not have access to that function.
Yeah, I realized that last night. Never used it for any particular reason, just remembered hearing about it.
(This post was last modified: 06-16-2012, 01:16 PM by Bridge.)
06-16-2012, 01:14 PM
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