Difference between revisions of "Script - Scripted Flak"
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Revision as of 20:02, 7 July 2006
Function
Creates particles that are closely attached to certain weapon effects - in this case to flak weapons. This ought to fix the potential problem of missing or double glowpoints appearing with normal particle spew (pspew) option.
Table Entry
#Global Hooks
$GameInit:
[
flaktexture = gr.loadTexture("yellow_glow")
nullvec = ma.newVector(0,0,0)
]
$Simulation:
[
frametime = ba.getFrametime()
for i=1, mn.getNumWeapons() do
local flakweapon = mn.getWeaponByIndex(i)
local flakname = flakweapon.Class.Name
if flakname == "Flak Rapid" or flakname == "Standard Flak" or flakname == "Heavy Flak" or flakname == "Long Range Flak" then
ts.createParticle(nullvec,nullvec,frametime,1.5,"Bitmap",-1,false,flaktexture,flakweapon)
end
end
]
#End
Notes
Requires that the flak weapons are stripped of their respective particle spew settings. That is weapon flag "particle spew" and also all the lines from $Pspew: to +Bitmap: should be removed.