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How to use Easy FX with a damage trigger?

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Created 11 years ago
by sedozz
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I'm looking to make an FX play upon receiving grenade damage, a trigger_use or touch will not work. Any help? Thanks in advance.
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I'm looking to make an FX play upon receiving grenade damage, a trigger_use or touch will not work. Any help? Thanks in advance.

trigger_damage?
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Yes with a trigger_damage, however the tutorial says it can be used with trigger_use and trugger_multiple.
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Yes with a trigger_damage, however the tutorial says it can be used with trigger_use and trugger_multiple.

Trigger_damage is same as trigger_use, but you take damage (or that one is trigger_hurt, lol)
You need to make function in script, so if something takes grenade damage, you play FX on script origin or struct, I suggest not using Easy FX for that purpose
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(or that one is trigger_hurt, lol)

^

A trigger_damage is basicly a trigger_use, but gets triggered if you shoot ( or nade ) it. Just make sure to set the spawnflags in radiant correct, and i assume it'll just work with easy-fx. I dont use easy-fx though, so not based on experience..
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Yeah I'm familiar with the triggered thenselves I just wasn't sure if the trigger damage would work with the easy fx, which specifically states use or multiple. Judging by the responses it should be alright though, thanks.
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^

A trigger_damage is basicly a trigger_use, but gets triggered if you shoot ( or nade ) it. Just make sure to set the spawnflags in radiant correct, and i assume it'll just work with easy-fx. I dont use easy-fx though, so not based on experience..

I always mix up the two :P And in this question, I also mixed the thing with "grenade damage" (thought you meant when player takes damage from grenade...)

Which type of FX are you wanting to do that on? Looping or one-shot?
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A big ole one shot
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Code Snippet
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thread fx_activation(); // Under zombiemode in mapname.gsc, add this

level._effect["explosion1"] = loadFX("folder/fxname"); // add this in precache my FX part, change names

fx_activation()
{
explosion = GetEnt("explosion","targetname"); // Make a script origin and put this KVP, place that where explosion
        // will be
        trig = GetEnt("trig", "targetname"); // Make the trigger and put this KVP

        trig waittill("trigger", player);
        trig delete();

playFx(level._effect["explosion1"], explosion.origin);
}
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Thanks Hitman. What if i wanted to play a looping FX that then stops on a trigger?
Marked as best answer by sedozz 11 years ago
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Thanks Hitman. What if i wanted to play a looping FX that then stops on a trigger?

Code Snippet
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thread fx_activation_loop(); // Under zombiemode in mapname.gsc, add this

level._effect["explosion1"] = loadFX("folder/fxname"); // add this in precache my FX part, change names

fx_activation_loop()
{
explosion = GetEnt("explosion","targetname"); // Make a script origin and put this KVP, place that where explosion
        // will be
        trig = GetEnt("trig", "targetname"); // Make the trigger and put this KVP

        wait 0.5;
        playFx(level._effect["explosion1"], explosion.origin);

        trig waittill("trigger", player);
        trig delete();
        explosion delete();
}

Used same base, remember to name them differently, when adding this, since I used same names on FXs
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Thanks man, I appreciate you taking the time to help on such a simple topic!
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Thanks man, I appreciate you taking the time to help on such a simple topic!

Np, test, if they work and mark best answer :)

 
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