Hallo
Versuch es mal damit wahrscheinlich hast du das gemeint.
function keep_particle(PARTICLE *p)
{
p.lifespan = 100; // use a big value here
}
function particle_effect(PARTICLE *p)
{
// p.bmap = particle_tga;
p.size = 2; // gives the size of the particles
p.flags |= BRIGHT ;
p.event = keep_particle;
}
action sphere() // attach this action to a sphere model
{
set (my, PASSABLE | INVISIBLE );
var particle_pos[3];
while (my.skill1 < ent_vertices (my))
{
my.skill1 += 1;
vec_for_vertex(particle_pos, my, my.skill1);
// wait(-0.001);
effect(particle_effect, 1, particle_pos, nullvector);
}
}
Gruß Jog