Hey!
I have a questiona about particles.
My Particle Function moves the particle relativ with an entity.
The example from particles.c helped me.
But I need a additon, I can't do myself because I don't know how I should do that:
The particle is created on a vertex of the entity.
This entity is animated, so the function as it is, does not fit 100%.

How is it possible, to "tell" the particle to take the vertex-position?
The function "effect" does not have a return value lik the ent_create-function has.
Otherwise I could use this return value as a pointer and give him the vertexnumber as a skill p.skill70 for example.

Here is my code so far, I hope, somebody does understand my problem and can help me.
Code:
function p_flammen_in(PARTICLE *p)
{
	p.alpha += p.skill_a*time_step;
	if (p.alpha >= 15) p.bmap  = pct_p_fire02;
	if (p.alpha >= 30) p.bmap  = pct_p_fire01;
	//if (p.alpha >= 50) p.event = p_flammen_out;
	if(!you) return; // example from particles.c
	if(p.skill_x != 0)
	{ 
		vec_add(p.x,your.x);
		vec_sub(p.x,p.skill_x);
	}
	vec_set(p.skill_x,your.x); // store old "you" position
}
function p_condition_burning(PARTICLE* p)
{
	vec_add(p.vel_x,vector(random(2)-1,random(2)-1,0));
	set(p, MOVE | BRIGHT | TRANSLUCENT);
	p.alpha = random(10);
	p.bmap = pct_p_fire03;
	p.size = 20+random(5);
	p.gravity = - 0.4;
	p.skill_a = 8+random(4); // fade factor
	p.event = p_flammen_in;
}


// in a while-loop to circle through the vertices
vec_for_vertex(temp.x, my, integer(random(gesamt_vertices)));
effect(p_condition_burning,15,temp.x,NULL);



Last edited by JoGa; 02/06/12 10:29.