// SRS 9/2/2008: only using one particle now per Barry's request; // modified to be able to turn particle off self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) ); self.fx_eye_glow.angles = self GetTagAngles( linkTag ); self.fx_eye_glow SetModel( fxModel ); self.fx_eye_glow LinkTo( self, linkTag );
// TEMP for testing //self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag );
// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); } }
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.
// SRS 9/2/2008: only using one particle now per Barry's request; // modified to be able to turn particle off self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) ); self.fx_eye_glow.angles = self GetTagAngles( linkTag ); self.fx_eye_glow SetModel( fxModel ); self.fx_eye_glow LinkTo( self, linkTag );
// TEMP for testing //self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag );
// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); } }
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.
What I did to fix this problem is keep searching for the glowing eyes and delete it. openup _zombiemode_spawner and search this:
Code Snippet
Plaintext
zombie_death_event( zombie )
at the end of the method add this:
Code Snippet
Plaintext
wait 0.5; while(1) { if ( IsDefined( zombie.fx_eye_glow ) ) zombie.fx_eye_glow Delete(); else break; // I think return; also works }