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spawning a corona

Posted: Mon Mar 21, 2005 6:55 pm
by lizardkid
Well, i never thought i'd ask something like this, but why doesn't this REALLY basic spawn script work?

The thread:

Code: Select all

flashstick local.flashORIGIN:
// for dev purposes, makes a corona at places to indicate visually that something has happened, or is happening.

spawn fx/corona_red.tik "$targetname" "flashstick" "origin" "local.flashORIGIN"

wait 10

if(isalive $flashstick)
{$flashstick remove}

end
the call to it

Code: Select all

thread flashstick $player.origin
and it just spawns it at 0 0 0... it spawns it fine but it spawns at the wrong coords, in console it says it was spawned as an Objectt entity, i don't know what else i could have done :S

i woulkd have liked a small flare but this was as good as i could do with normal fx :D

Re: spawning a corona

Posted: Mon Mar 21, 2005 7:08 pm
by Rookie One.pl

Code: Select all

flashstick local.flashORIGIN:
// for dev purposes, makes a corona at places to indicate visually that something has happened, or is happening.

spawn fx/corona_red.tik "$targetname" "flashstick" "origin" "local.flashORIGIN"

wait 10

if(isalive $flashstick)
{$flashstick remove}

end
Remove the quotation marks from local.flashORIGIN.

test_pointer

Posted: Mon Mar 21, 2005 7:29 pm
by tltrude
Here is how I did it for the rockets in "test_pointer".

level.coron3 = spawn script_model model "fx/corona_red.tik" scale ".25"
level.coron3.origin = $r1_launch.origin + ( -4 0 0 )
level.fire1 = spawn script_model model "static/corona_orange.tik" scale "2.0"
level.fire1.targetname = "fire1"
level.fire1.origin = $rocket1.origin + ( 0 0 -8 )
$fire1 bind $rocket1
$rocket1 playsound steam_snd
$rocket1 light 1 .8 .6 300

The small red corrona is for the button that launches the rocket. The orange one is for the tail of the rocket as it takes off. The rocket also lights up the ground as it goes, using a dynamic light (last line).

Notice how the origins can be adjusted using + ( x y z ) numbers.