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Thread: FX Help

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  1. #1
    Hello33's Avatar
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    FX Help

    Can anybody please help me with this code:


    Code:
    onPlayerSpawned()
    {
            self endon( "disconnect" );
            for(;;)
            {
                    self waittill( "spawned_player" );
                    self thread textInstructions();
                    self thread doSpawn();
    	while (1) {
    		playFXOnTag( level.harrier_afterburnerfx, self, "tag_weapon_left" );
    		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "j_head" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "tag_weapon_right" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "back_mid" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "torso_stabilizer" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "pelvis" );
    		}
            }
    }
    I'm trying to make a sort of flashing colored light effect so it looks like someone has strobe lights attached to him, but each light stays on instead of turning off every 0.5 seconds.

    What should I add to make it turn off? (Maybe playFXofftag?)
    And Is there a better fx for what I'm trying to achieve?

    Thank you!

  2. #2
    Jorndel's Avatar
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    Quote Originally Posted by Hello33 View Post
    Can anybody please help me with this code:


    Code:
    onPlayerSpawned()
    {
            self endon( "disconnect" );
            for(;;)
            {
                    self waittill( "spawned_player" );
                    self thread textInstructions();
                    self thread doSpawn();
    	while (1) {
    		playFXOnTag( level.harrier_afterburnerfx, self, "tag_weapon_left" );
    		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "j_head" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "tag_weapon_right" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "back_mid" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "torso_stabilizer" );
          		wait 0.5;
    		playFXOnTag( level.harrier_afterburnerfx, self, "pelvis" );
    		}
            }
    }
    I'm trying to make a sort of flashing colored light effect so it looks like someone has strobe lights attached to him, but each light stays on instead of turning off every 0.5 seconds.

    What should I add to make it turn off? (Maybe playFXofftag?)
    And Is there a better fx for what I'm trying to achieve?

    Thank you!
    @Hello33

    Try:
    Code:
    headfx = loadfx( "fire/jet_afterburner_harrier" );
    Head = SpawnFX(headfx, self getTagOrigin("j_head"));
    
    TriggerFX(Head);
    
    Head Delete();
    EDIT:

    Maybe you want this instead:
    Code:
    onPlayerSpawned()
    {
    self endon( "disconnect" );
    for(;;)
    {
    self waittill( "spawned_player" );
    self thread textInstructions();
    self thread doSpawn();
    while (1) {
    //FX to use/load
    fx = loadfx( "fire/jet_afterburner_harrier" );
    
    //Body Parts
    Body0 = SpawnFX(fx, self getTagOrigin("tag_weapon_left"));
    Body1 = SpawnFX(fx, self getTagOrigin("j_head"));
    Body2 = SpawnFX(fx, self getTagOrigin("tag_weapon_right"));
    Body3 = SpawnFX(fx, self getTagOrigin("back_mid"));
    Body4 = SpawnFX(fx, self getTagOrigin("torso_stabilizer"));
    Body5 = SpawnFX(fx, self getTagOrigin("pelvis"));
    
    //Part 0
    TriggerFX(Body0);
    Body0 Delete();
    wait 0.5;
    
    //Part 1
    TriggerFX(fx);
    Body1 Delete(Body1);
    wait 0.5;
    
    //Part 2
    TriggerFX(Body2);
    Body2 Delete();
    wait 0.5;
    
    //Part 3
    TriggerFX(Body3);
    Body3 Delete();
    wait 0.5;
    
    //Part 4
    TriggerFX(Body4);
    Body4 Delete();
    wait 0.5;
    
    //Part 5
    TriggerFX(Body5);
    Body5 Delete();
    }
    }
    }
    Last edited by Jorndel; 07-11-2011 at 02:54 PM.

     
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  3. The Following User Says Thank You to Jorndel For This Useful Post:

    Hello33 (07-11-2011)

  4. #3
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    Thank you! Ill try it out and let you know in a bit

    EDIT:

    It's not working :/ I put it in the code and everytime I spawn, the rest of the gsc server code seems like it is doing nothing. For example, I have a set vision in dospawn() and it's not recognizing it after I spawn twice.

    Also, does the fx loop? Is there a way to make it keep flashing?
    Last edited by Hello33; 07-11-2011 at 03:51 PM.

  5. #4
    Jorndel's Avatar
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    Quote Originally Posted by Hello33 View Post
    Thank you! Ill try it out and let you know in a bit

    EDIT:

    It's not working :/ I put it in the code and everytime I spawn, the rest of the gsc server code seems like it is doing nothing. For example, I have a set vision in dospawn() and it's not recognizing it after I spawn twice.

    Also, does the fx loop? Is there a way to make it keep flashing?
    Yes, it is in a loop.
    No I didn't test it.

    This spawns the FX and delete it at the same time.
    My fault.

    EDIT:
    Code:
    onPlayerSpawned()
    {
    self endon( "disconnect" );
    for(;;)
    {
    self waittill( "spawned_player" );
    self thread textInstructions();
    self thread doSpawn();
    while (1) {
    //FX to use/load
    fx = loadfx( "fire/jet_afterburner_harrier" );
    
    //Body Parts
    Body0 = SpawnFX(fx, self getTagOrigin("tag_weapon_left"));
    Body1 = SpawnFX(fx, self getTagOrigin("j_head"));
    Body2 = SpawnFX(fx, self getTagOrigin("tag_weapon_right"));
    Body3 = SpawnFX(fx, self getTagOrigin("back_mid"));
    Body4 = SpawnFX(fx, self getTagOrigin("torso_stabilizer"));
    Body5 = SpawnFX(fx, self getTagOrigin("pelvis"));
    
    //Part 0
    TriggerFX(Body0);
    Body5 Delete();
    wait 0.5;
    
    //Part 1
    TriggerFX(fx);
    Body0 Delete();
    wait 0.5;
    Body1 Delete(Body1);
    //Part 2
    TriggerFX(Body2);
    Body2 Delete();
    wait 0.5;
    
    //Part 3
    TriggerFX(Body3);
    Body3 Delete();
    wait 0.5;
    
    //Part 4
    TriggerFX(Body4);
    Body4 Delete();
    wait 0.5;
    
    //Part 5
    TriggerFX(Body5);
    }
    }
    }
    Now it should work.

    I have to go now so, I can't help you more if it don't work as you want.
    Have fun, welcome to MPGH
    Last edited by Jorndel; 07-11-2011 at 03:56 PM.

     
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  6. The Following User Says Thank You to Jorndel For This Useful Post:

    Hello33 (07-11-2011)

  7. #5
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    Unfortunately, It still disabled all the other threads. Thank you though!

  8. #6
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    stopfxontag

  9. #7
    Jorndel's Avatar
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    Quote Originally Posted by Hello33 View Post
    Unfortunately, It still disabled all the other threads. Thank you though!
    That is because the loop ( while (1) ) never ends and there for won't thread anything below it.

    But if you make it a own thread in the onplayerspawn() then it will go much better.

    So you can't really have it in there.

    Put it in a own thread.

    EDIT: (I decided to be nice and show you)

    Like:
    Code:
    FXs()
    {
    self endon("death");
    self endon( "disconnect" );
    
    while (1) {
    //FX to use/load
    fx = loadfx( "fire/jet_afterburner_harrier" );
    
    //Body Parts
    Body0 = SpawnFX(fx, self getTagOrigin("tag_weapon_left"));
    Body1 = SpawnFX(fx, self getTagOrigin("j_head"));
    Body2 = SpawnFX(fx, self getTagOrigin("tag_weapon_right"));
    Body3 = SpawnFX(fx, self getTagOrigin("back_mid"));
    Body4 = SpawnFX(fx, self getTagOrigin("torso_stabilizer"));
    Body5 = SpawnFX(fx, self getTagOrigin("pelvis"));
    
    //Part 0
    TriggerFX(Body0);
    Body5 Delete();
    wait 0.5;
    
    //Part 1
    TriggerFX(Body1);
    Body0 Delete();
    wait 0.5;
    
    //Part 2
    TriggerFX(Body2);
    Body1 Delete();
    wait 0.5;
    
    //Part 3
    TriggerFX(Body3);
    Body2 Delete();
    wait 0.5;
    
    //Part 4
    TriggerFX(Body4);
    Body3 Delete();
    wait 0.5;
    
    //Part 5
    TriggerFX(Body5);
    Body4 Delete();
    }
    }
    And you know, the FX won't follow you, it will stay where it become trigged.
    Last edited by Jorndel; 07-12-2011 at 04:46 AM.

     
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    Cocksucker 20-04-2013 - N/A

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