• Let's Code Some Effect-Based Weapons (that don't suck)
    0 replies, posted
Alright, so I really want to know if anyone can help me with some effects. These include but are not limited to, muzzle flashes, tracers and hit effects. I think I know how to do hit decals. under the bullet callback function: [CODE]util.Decal( "FadingScorch", tr.HitPos + tr.HitNormal * 2, tr.HitPos - tr.HitNormal * 2 );[/CODE] I have an example of a muzzle flash taken from a weapon that works; under the primary attack function: [CODE] local effect = EffectData(); effect:SetOrigin( self.Owner:GetShootPos() ); effect:SetEntity( self.Weapon ); effect:SetAttachment( 1 ); util.Effect( "NomadMuzzle", effect ); -- it's from the pulse weapons, which are nice.[/CODE] and finally, I learned how to code hit impacts by using this: [CODE]local HitImpact = function(attacker, tr, dmginfo) local hit = EffectData() hit:SetOrigin(tr.HitPos) hit:SetNormal(tr.HitNormal) hit:SetScale(20) util.Effect( "AR2Impact", hit ) end[/CODE] --and this-- Inside the SWEP.ShootBullet table... [CODE]bullet.Callback = HitImpact[/CODE] in order to call the hit impact on each bullet. So I just want to ask the community, am I doing it right?
Sorry, you need to Log In to post a reply to this thread.