Particle effects carrying over to other weapon models?
0 replies, posted
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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