There's no page for it on the wiki, but it's a command.
I'm guessing it makes a tracer using the particle system, but I have no idea how to use it.
[QUOTE=Empty_Shadow;17041517]There's no page for it on the wiki, but it's a command.
I'm guessing it makes a tracer using the particle system, but I have no idea how to use it.[/QUOTE]
This is how you use it:
[code]util.ParticleTracer(strName, vecStart, vecEnd, boolWhizz)[/code]
I think the parameters are self-explaining. (Except for boolWhizz, no idea what that is for.)
There's also a similar function called "util.ParticleTracer.Ex", but that never really worked for me:
[code]util.ParticleTracerEx(strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment)[/code]
An alternate way would be to create a [URL=http://developer.valvesoftware.com/wiki/Info_particle_system]info_particle_system[/URL] entity and set the keyvalues manually. That's what I'd do.
Yeah but info_particle_systems are painful to assign control points with, so I'll give it a shot.
I think this is Lovely!
That's lovely swampyard!
[editline]08:46PM[/editline]
Well I hooked it up like this.
[code] local bullet = {}
bullet.Num = numbullets
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( scale, scale, 0 )
bullet.Tracer = 1
bullet.Force = math.Round(damage * 1.1)
bullet.Damage = math.Round(damage)
bullet.AmmoType = "Pistol"
bullet.TracerName = "Tracer"
bullet.Callback = function ( attacker, tr, dmginfo )
util.ParticleTracer( tracer_du, self.Owner:GetShootPos(), tr.HitPos, true )
end[/code]
And it's making the tracer(yay!) but it's coming from the origin.
It's hitting the target, but not coming from my gunbarrel.
[QUOTE=Silverlan;17041949](Except for boolWhizz, no idea what that is for.)
[/QUOTE]
I think that if it is true and the trace went near a player, a "WHIZZ" sound is played for that player.
Yes, whenever an individual particle moves near a player they get a whizz noise.
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