• Particle effects carrying over to other weapon models?
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I have made a custom model to replace the gravity gun in a mod I'm working on, but unfortunatly I've come across an unusual problem. I've made a particle effect that emits constantly from a custom (not pre-existing) attachment point. However these unwanted particles only carry over after the model intended to use them has been drawn and switched away. Here is the intended model with the particles: [media]http://filesmelt.com/dl/helpme01.png[/media] Here is the problem: [media]http://filesmelt.com/dl/helpme02.png[/media] Here is the .qc file, incase it can help at all: [code]$cd "D:\Mostly_Harmless\Glitch\decompiledgravgun\tocomp" $modelname "weapons/v_physcannon.mdl" $model "studio" "Physcannon_reference.smd" $poseparameter active 0.00 1.00 $cdmaterials "models\weapons\v_physcannon\" $cdmaterials "models\weapons\v_hand\" $cdmaterials "models\weapons\v_gravityglitch\" $hboxset "default" // Model uses material "v_hand_sheet.vmt" // Model uses material "v_physcannon_sheet.vmt" $surfaceprop "default" $illumposition 47.092 -8.506 -11.369 $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 $sequence hold_idle "hold_idle" loop ACT_VM_RELOAD 1 fps 15.00 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 $sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 $sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 $attachment glitchsource "bone01" 0 0 0 rotate 0 0 0 $keyvalues { particles { effect { name "glitchglow" attachment_type follow_attachment attachment_point glitchsource } } event ACT_VM_RELOAD 0 "glitchholdglow follow_attachment glitchsource" }[/code] Any help would be appreciated. Edit: FYI anyone who may have this problem in the future: I solved this by switching the emitter's duration from 0 to 1, and then reapplying the effect at optimal times during the animations I wanted. Here's my .qc as a reference. [code]$cd "D:\Mostly_Harmless\Glitch\decompiledgravgun\tocomp" $modelname "weapons/v_physcannon.mdl" $model "studio" "Physcannon_reference.smd" $poseparameter active 0.00 1.00 $cdmaterials "models\weapons\v_physcannon\" $cdmaterials "models\weapons\v_hand\" $cdmaterials "models\weapons\v_gravityglitch\" $hboxset "default" // Model uses material "v_hand_sheet.vmt" // Model uses material "v_physcannon_sheet.vmt" $surfaceprop "default" $illumposition 47.092 -8.506 -11.369 $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 0 "glitchglow follow_attachment glitchsource" } { event AE_CL_CREATE_PARTICLE_EFFECT 50 "glitchglow follow_attachment glitchsource" } { event AE_CL_CREATE_PARTICLE_EFFECT 100 "glitchglow follow_attachment glitchsource" } } $sequence hold_idle "hold_idle" loop ACT_VM_RELOAD 1 fps 15.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 0 "glitchholdglow follow_attachment glitchsource" } { event AE_CL_CREATE_PARTICLE_EFFECT 15 "glitchholdglow follow_attachment glitchsource" } } $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 0 "glitchglow follow_attachment glitchsource" } } $sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 0 "glitchholdglow follow_attachment glitchsource" } } $sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 { { event AE_CL_CREATE_PARTICLE_EFFECT 0 "glitchblast start_at_attachment glitchsource" } { event AE_CL_KILL_PARTICLE_EFFECT 0 "glitchholdglow follow_attachment glitchsource" } } $attachment glitchsource "bone01" 0 0 0 rotate 0 0 0][/code]
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