Silly question but how do you rotate the FX? I'm trying to put In a spotlight but the beam Is pointing toward the sky and I wan't It pointing toward an object
Started getting a bad syntax all of a sudden lol this Is the line I'm getting the error for
Code Snippet
Plaintext
level.fx_debug = undefined; // '1' = ON, 'undefined' = OFF
and this Is the rest of the function
Code Snippet
Plaintext
fx_setup() //This is where the FX are precached. Any FX you want to use must be added to your mapname_patch.csv as well as listed below. { //Usage: level._effect["alias"] = loadFX("path/to/fx/name"); //Where 'alias' is your personal name for the fx that you will use later in the code, and 'path/to/fx/name' is the file location + name of the fx you want to assign to the variable. See below for examples: //When entering the fx path, be sure to only include folder names that are within /raw/fx, and make sure to leave off the file extension (.efx). //If you want to preview any of these FX, open Launcher, click the EffectsEd button, then File>Open the file you wish to preview. Then press the green play button.
level.fx_debug = undefined; // '1' = ON, 'undefined' = OFF }
It was working just fine until I moved the script Into the maps folder and took It out of the mapname createfx folder, but when I move It back to createfx folder It tells me It can't find maps/em_fx::fx_setup();
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Ah thanks I don't know where It went cause I didn't edit It after I put the line In and It worked until I moved the file Itself Post Merge: January 09, 2014, 05:59:48 am
Guessing you are using the PlayFX() function for your FX? Use PlayFXOnTag() and play it on a script model you spawned at the struct and set it to the model "tag_origin_animate". Then on the PlayFXOnTag() function make the tag argument "origin_animate_jnt".