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Re: Particles crashing my game...
[Re: pwy]
#170321
11/30/07 22:34
11/30/07 22:34
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Joined: Apr 2006
Posts: 36
pwy
OP
Newbie
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OP
Newbie
Joined: Apr 2006
Posts: 36
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OK. I've tried just about everything. I've read AUM41 on particles and such. I've looked at the 3DGS Manual. Nothing is working. I even tested it on another machine to make sure. It has to be something small I am missing. It always is.
This is the code for my fire trail:
CODE---------------------------------------------------------- function fadeFireParticle(){ my.alpha -= 5 * time_frame; if( my.alpha < 0 ){ my.lifespan = 0; } }//end function
function fireEffect(){ my.bmap = glow; my.alpha = 30 - random(60); my.size = 16 + random( 32 ); my.flare = on; my.move = on; my.bright = on; my.function = fadeFireParticle; }//end function
function fireBallTrail( position ){ effect( fireEffect , 1 , position , normal ); }//end function CODE----------------------------------------------------------
This is the code for the particles when an enemy dies. I wanted to make a spirit like effect:
CODE---------------------------------------------------------- function fadeSpiritEffect(){ my.alpha -= 5 * time_frame; if( my.alpha < 0 ){ my.lifespan = 0; } }//end function
function spiritEffect(){ my.bmap = "smoke.tga"; my.alpha = 30 - random(60); my.size = 32 + random( 64 ); my.flare = on; my.move = on; my.bright = on; my.function = fadeSpiritEffect; }//end function
function summonSpirit( position ){ effect( spiritEffect , random(20)+10 , position , normal ); }//end function CODE----------------------------------------------------------
This is how I called the particles:
... summonSpirit( vector( my.x , my.y , my.z ) ); ...
or
... fireBallTrail( vector( my.x , my.y , my.z ) ); ...
And both of those are in a "while( my )" loop. Any ideas? I think I have been staring at this too long. Thanks again in advance for any help!
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Re: Particles crashing my game...
[Re: pwy]
#170322
11/30/07 22:42
11/30/07 22:42
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Joined: Apr 2006
Posts: 36
pwy
OP
Newbie
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OP
Newbie
Joined: Apr 2006
Posts: 36
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Um. After posting that, I realized what I did wrong. Heh, heh. ... my.bmap = "smoke.tga"; ... Should have been a BMAP. ... BMAP = "smoke.tga"; ... Then: my.bmap = smoke; Duh! Sorry. 
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