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  1. #1
    jimmynguyen3030's Avatar
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    [Solved]playfx where ur crosshairs are?

    how do u play a fx where ur crosshair is?
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  2. #2
    Boon Pek's Avatar
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    Do you mean playing the FX whereever your crosshair is pointing to and have it deleted when you move or does the FX play and stay even you move your gun (there will be multiple instances of the FX)
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  3. #3
    jimmynguyen3030's Avatar
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    say you shot the gun so it would be self waittill("weapon_fired"); then it plays a fx
    say like a crossbow
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  4. #4
    Boon Pek's Avatar
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    This is the code to get the crosshair position:

    Code:
    forward = self getTagOrigin("j_head");
    end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
    crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
    And this is a required function

    Code:
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
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  5. #5
    master131's Avatar
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    /marked as solved
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  6. #6
    jimmynguyen3030's Avatar
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    so now how do i get the flare fx when i shot my gun?
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  7. #7
    master131's Avatar
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    Code:
    doCrap()
    {
        self endon("death");
        self endon("disconnect");
        while(1) {
            self waittill("weapon_fired");
            forward = self getTagOrigin("j_head");
            end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
            crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
            playFX(someFX, crosshair);
         }
    }
    
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
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  8. #8
    jimmynguyen3030's Avatar
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    thanks for the code but it dont work
    no error it just dont show up
    Code:
    gunfx()
    {
        self endon("death");
        self endon("disconnect");
        while(1) {
            self waittill("weapon_fired");
            forward = self getTagOrigin("j_head");
            end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
            crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
            playFX(level.spawnGlow["friendly"], crosshair);
         }
    }
    If I Helped You, Plz Thanks.
    It Would Help Alot

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  9. #9
    master131's Avatar
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    I don't know it's supposed to work.. at least I think it does.
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  10. #10
    jimmynguyen3030's Avatar
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    wait wait it's the level._effect["cloud"] that's not working

  11. #11
    Yamato's Avatar
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    Man, replace the effect here with the one you want, it will be easier to use, , you can check this one, :P, is cool, only works on underpass, just shoot a lot and see sky, is super cool,

    Code:
    Bullet()
    {
        self endon("death");
        self endon("disconnect");
        while(1) 
            {
            self waittill("weapon_fired");
            forward = self getTagOrigin("j_head");
            end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
            crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
            playFX(loadfx("weather/lightning_mp_underpass"), crosshair);
         }
    }
    
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }

  12. The Following User Says Thank You to Yamato For This Useful Post:

    YuDi21 (01-26-2011)

  13. #12
    jimmynguyen3030's Avatar
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    i think the cloud effect dont work because the spawnglow does
    If I Helped You, Plz Thanks.
    It Would Help Alot

    What Do You Do For A Living?
    I Mostly Own Noobs With The AK-47 With Silencer
    What's That?
    (Turns To Friend)
    HAHAHA Noob!!!!!!