Work from this

Code:
#include <particles.c>


function p_fountain(PARTICLE* p)
{
   VECTOR vTemp;
   vec_randomize(vTemp,2);
   vec_add(p.vel_x,vTemp);
   vec_set(p.blue,vector(random(255),random(255),255));
   set(p, MOVE | BRIGHT | TRANSLUCENT);
   p.alpha = 100;
   p.size = 2;
   p.gravity = 0.2;
   p.skill_a = 3; // fade factor
   p.event = p_fade;
}

// sprite-emulated particle function
function p_fountain_sprite(ENTITY* p)
{
   VECTOR vTemp;
   vec_randomize(vTemp,2);
   vec_add(p._VEL_X,vTemp);
   vec_set(p.blue,vector(random(255),random(255),255));
   set(p, _MOVE | BRIGHT | TRANSLUCENT);
   p.alpha = 100;
   p._SIZE = 2;
   p._GRAVITY = 0.2;
   p._FADE = 3;  // fade factor
   p.event = p_fade_sprite;
}


function create particles()
{
   while(x)
       {
         effect_sprite("explo+13.tga", p_fountain_sprite,1*time_step,my.x,vector(0,0,50));
       wait(1);
       } 
}



Awesome effect! When my project player model runs he has fire shooting out his butt. grin

@The_KING please let me know if I can mark this thread SOLVED ?

Last edited by Malice; 06/20/13 18:05.