fx_smoke
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Ok try...after prespawn
ok give value of "setthread" then key of "smoke"
then a targetname of tank_smoke and give it a key of #set and value of any # u want
and then in .scr after the prespawn try this line
//threads
//smoke::# (# u picked for the #set)
$tank_smoke start
I have done this b4 but its hard to remember it all....We will get it workin
ok give value of "setthread" then key of "smoke"
then a targetname of tank_smoke and give it a key of #set and value of any # u want
and then in .scr after the prespawn try this line
//threads
//smoke::# (# u picked for the #set)
$tank_smoke start
I have done this b4 but its hard to remember it all....We will get it workin
thanks for the info so far
i once got a smoke entity working with just key/value of anim/start but it was too black and thick, and most of the rest don't even have this 'start' animation in their tik...
before i start fighting with the script
, is this kinda chimney smoke? i don't need burning tires, rather a thing grey smoke thing...
and any idea about the impact on the fps?
i once got a smoke entity working with just key/value of anim/start but it was too black and thick, and most of the rest don't even have this 'start' animation in their tik...
before i start fighting with the script
and any idea about the impact on the fps?
-
Krane
- Lieutenant General
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In my map romestreets I have some chimneys using the shermansmoke. Yeah, fps drops a little but that'a fine.
btw: shermansmoke seems to start already with the anim on. I've used it as a "post-bomb" fx and I had to turn it off in the script (otherwise it smokes all the time)...or hide like:
$smoke hide
And, when the bomb explodes you add this to the thread:
$smoke show
Voila'! The smokes appears.
btw: shermansmoke seems to start already with the anim on. I've used it as a "post-bomb" fx and I had to turn it off in the script (otherwise it smokes all the time)...or hide like:
$smoke hide
And, when the bomb explodes you add this to the thread:
$smoke show
Voila'! The smokes appears.
Animation
The animations are listed when you click on the "Anim:" plus and minus buttons. If one is "start", you will have to give the entity a target name and start it in the main thread under level waittill prespawn.
$mysmoke anim start
Some emitter or fx models start already on, and would have to be turned off if used as part of a triggerd explosion event.
$mysmoke anim start
Some emitter or fx models start already on, and would have to be turned off if used as part of a triggerd explosion event.
yeah, the shermansmoke looks perfect! 
will set it on all those chimneys then and hopefully fps will stay more or less where they were before...
thanks to all, this saved a lot of time!
maybe someone someday will build a list off all entities with description, screenshot and neccessary settings... this is always so much trial and error!
will set it on all those chimneys then and hopefully fps will stay more or less where they were before...
thanks to all, this saved a lot of time!
maybe someone someday will build a list off all entities with description, screenshot and neccessary settings... this is always so much trial and error!

