A tag is a bone or in milkshape a joint . The thing I posted was scripting for a tagemitter done inside of the tik . Another way you can do this of course is to attach a model to your model with the
attachmodel statement in your level script .
attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )
attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
fadeintime - time to fade the model in over.
fadeoutdelay - time to wait until we fade the attached model out
fadeoutspeed - time the model fades out over
offset - vector offset for the model from the specified tag
the
String tagname is a bone or joint in your model you would use the
scale key and
offset key to position the model you are attaching such as the static/fire.tik where you want it attached .
A third way to do it is to put the bone in your model when you make it and have some surfaces to apply a fire shader to like the surfaces in the fire.tik
If that was added to your model and a shader like the shader for the fire.tik was applied to the 3 surfaces you would have fire as part of your model . The fire uses an animated shader to make it look like fire and not an emitter . Another way is to add models/fx/fire/fire.skd to your tik . If your model has the same bone in it as the fire.skd has in it the fire will be attached to your model where that bone was . An example of that is how helmets and caps are added to ai as well as holsters on some of them . That is done inside of the tik file as well useing two .skd files or models . This part of the 1st-ranger_captain.tik adds a helmet and belt to the ai
case weapon "colt 45"
{
path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader us-helmet_captain
path models/gear/us
skelmodel rangertommybelt.skd
surface tommybelt shader tommybelt
}
So those are all the ways I can think of right now other than makeing a prefab or just putting the fire where you need it when you make the map .
1. tagemitter ( an emitter that emits from a bone/joint)
2. a model attached to your model with script
3. surfaces inside your model that have a fire shader applied to them
4. a .skd added to your models .tik that has the same bone/joint in it as your model has