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fxonzombs()
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
{
fx = spawn("script_model");
fx setmodel("tag_origin");
playfxontag( level._effect["fire"], fx, "tag_origin" );
}
}
playfxontag( level._effect["fire"], ai[i], "tag_origin" );
fx = spawn("script_model", (0,0,0));//will place the script_model at origin 0,0,0
fx = spawn("script_model", ai[i].origin);//will place the script model at the current origin of the ai
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
// self is the zombie here
while(1) {
playfxOnTag( level._effect[ "explosive_trap_flames" ], self, "j_neck" );
wait 8;
}
Dont play the fx on the ai if it's a "looping" fx or you won't be able to stop it - in this case you need a seperate model linked to them instead like you had in the example
And don't use tag origin or it'll be at the zombies feet
Fx linkto( "tag_to_link_to" );
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
really? i thought the fx were supposed quit after the entity was deleted?
and the parameters are actually like this, linkTo("entity_to_link_to", "tag_to_link_to"); along with two others for offsetting the linked entity from the tag position