if PlayFXonTag( fx );
ahg,
StopFxOnTag( fx );
work)
I've asked before, but now I really want it.
Is there a way to delete an FX?
Or is there any way of using a self setModel(FXhere); and then self delete();?
if PlayFXonTag( fx );
ahg,
StopFxOnTag( fx );
work)
Tell, please
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An example:
Code:FX = spawnFx(level.spawnGlow["enemy"], loc ); TriggerFx( FX ); self thread deleteOnWait(FX, 2.5);} } } deleteOnWait(thing, sec) { wait sec; thing destroy(); //Not sure if this one is needed thing delete(); }
Thanks, Arasonic - though I found out already by myself :P
The destroy(); is not needed as it only applies to HUD elements.
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YuDi21 (01-23-2011)
Hehe, thought so, but had an error yesterday so had it there just in case.
Quite funny how you found it without my help though, how'd you find it?
I had a list of CoD4 functions, so I was experimenting with every one of them which seemed acceptable. I tried spawning a FX model, which failed - then I tried playing an FX on the model, which failed again. After numerous tries with several other stuff, I came across SpawnFX() which didn't do anything at all so I tried TriggerFX() with SpawnFX() and it worked
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FX_Test()
{
self endon("stop_fx");
for(;
{
playFx(fx);
wait 1;
}
}
stopFx()
{
self notify("stop_fx");
}
^ This was supposed to be marked as solved, if you have yet to read the posts above, the OP has already found a solution
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A full-featured, actively-developed windows-only Minecraft Launcher! It allows you to download older versions of minecraft.jar through the options menu, multi-username support, RAM allocation support, non-legit logins and more!
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