I tried to make the drop a bullet, but that failed. I tried using the ring shader (in the effects shader) as a decal, but that just made a white flashing ring at the bottom of the pond. So now I am trying to spawn the bullet hit rings, but with no luck so far. Below is my current effort.
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname Animate
notsolid
rendereffects +dontdraw
}
client
{
cache models/fx/water_splash_drop.tik
cache models/fx/bh_water_lite.tik
aliascache drip_hit_water sound/weapons/impact/wpn_impwater08.wav soundparms 0.3 0.2 0.9 0.2 128 1024 auto loaded maps "m dm moh obj train"
originemitter water_drip
(
model models/fx/water_splash_drop.tik
spritegridlighting
life 1.2
randvel 0 0 range -200 -225
alignstretch 0.125
randomroll
scale 2.6
scalerate .1
count 1
bouncefactor 0
alpha 1
color 0.9 0.9 1.0
offsetalongaxis crandom 2 crandom 2 crandom 2
spawnrate 1
collision [?water?]
fade
)
sfx originspawn
(
model models/fx/bh_water_lite.tik
spritegridlighting
life 0.6
scale 1
scalerate .1
count 1
spawnrate 1
collision
}
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
client
{
enter emitteron water_drip
enter playsound drip_hit_water
}
}
stop dummy3.skc
{
client
{
enter emitteroff water_drip
}
}
}
/*QUAKED fx_tom_drip (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Water drip from ceiling, no sound, no splash
*/
collision [?water?] Turns on collision for the tempmodels (saves CPU if you don?t need collision ). Add the water keyword if you want the particles to collide with water.
But, I don't think I am adding the keyword right because the drop just goes all the way to the bottom of the pond--if I don't fade it, or shorten it's life. The sound doen't work either.
Any ideas, on how to stop my head from spinning like a top, would be very useful!

