I watched a Youtube vid on this about 2 weeks ago but wasn't sure when it would be released. Thanks for the heads up :)
Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.
Michael Bay's wet dream
What is that post-processing effect I see?
Edit: Okay got it.
I like his particles and these ones are superb.
:h:
[editline]12th April 2011[/editline]
[quote]Hopefully we’ll see more effects by this [b]genius[/b] soon![/quote]
:h: :h:
[QUOTE=Clavus;29130455]Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.[/QUOTE]
Man, I don't know. I used a script from some guy (who I credited) who took the script from some other other guy (who I also credited)
All I know how to do is make shiny things. If anyone were willing to give me some better code I would happily use it.
Woah, that looks awesome. It also reminds me that I haven't played GMod for almost a year now.
[QUOTE=The Vman;29137096]Man, I don't know. I used a script from some guy (who I credited) who took the script from some other other guy (who I also credited)
All I know how to do is make shiny things. If anyone were willing to give me some better code I would happily use it.[/QUOTE]
[lua]function Splode( ent )
if( ent:IsValid() and ent:GetClass() == "env_explosion" ) then
local Pos = ent:LocalToWorld( ent:OBBCenter( ) )
ParticleEffect("dusty_explosion_rockets", Pos, Angle(0,0,0), nil)
ent:Remove()
end
end
hook.Add("OnEntityCreated", "Splode", Splode)
[/lua]
Should work.
[QUOTE=Clavus;29138955]
Should work.[/QUOTE]
So I just put that in place of the code I was originally using?
Definitely a nicer appeal to the eye then the default.
-Also Vman:
You should try to make a realistic muzzle flash pack, I know source isn't that friendly for such, but your last pack off explosions/muzzle flashes were quite nice.
[QUOTE=Imperfect;29139371]Definitely a nicer appeal to the eye then the default.
-Also Vman:
You should try to make a realistic muzzle flash pack, I know source isn't that friendly for such, but your last pack off explosions/muzzle flashes were quite nice.[/QUOTE]
Like I said, if anyone knows how to attach a particle to the muzzleflash effect I would be happy to create one.
[QUOTE=Clavus;29130455]Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.[/QUOTE]
Can't you name the effect something like "impact_explosion" and caching it would override the effect if you have cl_new_impact_effects set to 1?
Wow, this looks pretty nifty. Going to try it out this weekend.
[QUOTE=The Vman;29139318]So I just put that in place of the code I was originally using?[/QUOTE]
Yup, just overwrite everything in the gmod.lua with that (you should give that file a more unique name though, like vman_explosions.lua or something)
[QUOTE=The Vman;29139723]Like I said, if anyone knows how to attach a particle to the muzzleflash effect I would be happy to create one.[/QUOTE]
I could help out if you want.
<-- Just add me on Steam
Sorry, you need to Log In to post a reply to this thread.