UGX-Mods

Call of Duty 5: World at War => Help Desk => Mapping => Topic started by: Bigbeard2000 on May 14, 2019, 01:07:40 am

Title: Stopping Zombie Eye Glow
Post by: Bigbeard2000 on May 14, 2019, 01:07:40 am
I seen to be having a problem with eye glowing continuing after death. I followed the tutorial foudn here: 
https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872 (https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872) 

Here is the relevant code found within my 
_zombiemode_spawners.gsc file:
Code Snippet
Plaintext
// When a Zombie spawns, set his eyes to glowing.
zombie_eye_glow()
{
if( IsDefined( level.zombie_eye_glow ) && !level.zombie_eye_glow )
{
return;
}

if( !IsDefined( self ) )
{
return;
}

linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";

// 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 );

PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, 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.
Title: Re: Stopping Zombie Eye Glow
Post by: gympie6 on May 14, 2019, 08:42:17 pm
I seen to be having a problem with eye glowing continuing after death. I followed the tutorial foudn here:
https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872 (https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872)

Here is the relevant code found within my
_zombiemode_spawners.gsc file:
Code Snippet
Plaintext
// When a Zombie spawns, set his eyes to glowing.
zombie_eye_glow()
{
if( IsDefined( level.zombie_eye_glow ) && !level.zombie_eye_glow )
{
return;
}

if( !IsDefined( self ) )
{
return;
}

linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";

// 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 );

PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, 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
}
Hope it works on your side too.