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Posted: Sun Aug 10, 2008 3:29 pm
by Zefz
Two ways. In partX.txt there is a spawn attached on bump. Those defines which particles are spawned attached on the target when bumped.

Other is one or more script functions named SpawnAttachedParticle or something like that...

Posted: Sun Aug 10, 2008 6:10 pm
by PurpleSquerkle
Does that spawn it attached to the target or the object with the script?
From what I can tell from the topic on script functions, it spawns it on the object with the script.
Is there any way to do something else?

Otherwise, I think I could make the particles that spawn on a critical hit spawn the smoke particles when bumped... It's tricky, because the object already has the maximum number of particles (8, right?), so I'll have to arrange them carefully and redo some stuff.


Other changes I made already:
-Random critical messages rather than the single one it has now.
-Better whispering (it whispers constantly now, and I like that better... it's still randomized, but the intervals are shorter)
-Changed sound on effective hits... It now uses the gasps (though the volume of them has been increased significantly) as I originally intended. Not that there's anything wrong with that gong/chime noise, but it just didn't work well; it was weird having that noise on every hit. Also, the gasps are spookier. :twisted:

...Maybe some other subtle things, but I don't remember all of them.
I'll post it when I'm done.

Posted: Sun Aug 10, 2008 6:18 pm
by Zefz
Use the Spawn attached particles at bump function then.

If you want the attached particles to spawn every time you hit the enemy, make them spawn on bump with the generic attack particle.

And that sound effect was mostly to clarify if it really was a effective blow (the previous sound was kinda hard to distinguish from the other sounds).

Posted: Sun Aug 10, 2008 6:52 pm
by PurpleSquerkle
It's more easily distinguished now that it's louder... I still need to do some testing; I may increase the volume even more.
Zefz wrote:If you want the attached particles to spawn every time you hit the enemy, make them spawn on bump with the generic attack particle.
But how can I make it so that it only does that when you hit monsters with the [DEMO] IDSZ?

Posted: Sun Aug 10, 2008 7:11 pm
by Zefz

Code: Select all

  IfHolderScoredAHit
    tmpargument = [DEMO]
    IfTargetYaddaYadda
      tmpargument = 1                    //The particle which spawns attaches if bumped
      tmpdistance = SPAWNLAST
      SpawnParticle
?

Posted: Sun Aug 10, 2008 10:16 pm
by PurpleSquerkle
I don't get it....

What's supposed to be where "IfTargetYaddaYadda" is?
...Unless that's really a script function. :D

Also, I don't think I have enough particle slots to have ANOTHER particle that spawns MORE particles....

Posted: Sun Aug 10, 2008 10:31 pm
by bgbirdsey
There are a lot of IfTargetYaddaYadda functions

Code: Select all

IfTargetKilled
IfTargetHasID
IfTargetHasItemID
IfTargetHoldingItemID
IfTargetHasSkillID
IfTargetCanOpenStuff
IfTargetIsOnOtherTeam
IfTargetIsOnHatedTeam
IfTargetIsOldTarget
IfTargetHasVulnerabilityID
IfTargetIsHurt
IfTargetIsAPlayer
IfTargetIsAlive
IfTargetIsSelf
IfTargetIsMale
IfTargetIsFemale
IfTargetHasSpecialID
IfTargetIsOnSameTeam
IfTargetHasAnyID
IfTargetIsDefending
IfTargetIsAttacking
IfTargetIsKursed
IfTargetIsDressedUp
IfTargetHasItemIDEquipped
IfTargetIsMounted
IfTargetIsSneaking
IfTargetCanSeeInvisible
IfTargetIsFlying
IfTargetIsAMount
IfTargetIsAPlatform
IfTargetHasQuest
IfTargetHasNotFullMana
IfTargetIsOwner
you could use any of these that fit your purpose

Posted: Sun Aug 10, 2008 10:56 pm
by PurpleSquerkle
Why do I have to put it in an "if" statement at all?

Posted: Mon Aug 11, 2008 2:52 am
by bgbirdsey
If you need to know whether the target has [DEMO], then you need to do some kind of test

Posted: Mon Aug 11, 2008 3:30 am
by PurpleSquerkle
Oh, it already has tests for if it has that ID... it does extra damage and sounds and such.

Posted: Mon Aug 11, 2008 7:39 am
by Cimeries
After the sounds and such, just make it SpawnExactParticle.
Use: tmpx = targetx, tmpy = targety, ect.

Posted: Mon Aug 11, 2008 4:35 pm
by PurpleSquerkle
Ahhh. OK, thanks.

Posted: Tue Aug 12, 2008 6:55 pm
by penguinflyer2222
Is there a way to make a particle spawn forever?
Or at least when the player is able to look at it?

Posted: Tue Aug 12, 2008 7:03 pm
by PurpleSquerkle
You could make your script spawn the particle with every step.
Also (although I have not tried this myself) you could do circular end spawning. So that one particle spawns another particle when it ends, and that particle spawns the first one when it ends. Or maybe you could just make a particle spawn itself when it ends.

Posted: Tue Aug 12, 2008 7:34 pm
by Zefz
I think she means particles with permanent duration. The candles in wizard starter is a good example at those.

Just disable all end conditions for the said particle.