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Zombie on fire

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Created 11 years ago
by Soy-Yo
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I want zombies to have a fire fx on them. This looks like what I want but the fx finishes after some seconds:
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playfxOnTag( fx, self, "j_neck" );
Is there a possibility of having the fx being played until the zombie dies?
I'm using this fx:
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"env/fire/fx_fire_player_torso"
Marked as best answer by Soy-Yo 11 years ago
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-use a looping fx / edit the fx and make it looping in EffectsEd

-make the script that plays the FX loop, so that once it's done it'll start over
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Only thing to add to what blunt said would be you may want to spawn a tag_origin and link it to the zombie so when the zombie dies you can delete it and shut the fx off. Otherwise you will end up with a dead zombie on the ground with the fx still playing... Similar to zombie_eye_glow function in zombiemode_spawner. You may not want the extra ent though, in which I would go with the loop and just check if the zombie is still alive before playing the fx again.

I would also add a delay so it doesn't start immediately on spawn, cause I noticed some stray fx when the zombie gets killed too quickly, if that is even a possibility in your case.
Last Edit: November 23, 2015, 08:25:40 pm by MakeCents
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-use a looping fx / edit the fx and make it looping in EffectsEd

-make the script that plays the FX loop, so that once it's done it'll start over
The fx was supposedly lopping, or at least that was what FxEditor said. :D

I'm using the second option and works well (I didn't think it before lol).

Only thing to add to what blunt said would be you may want to spawn a tag_origin and link it to the zombie so when the zombie dies you can delete it and shut the fx off. Otherwise you will end up with a dead zombie on the ground with the fx still playing... Similar to zombie_eye_glow function in zombiemode_spawner. You may not want the extra ent though, in which I would go with the loop and just check if the zombie is still alive before playing the fx again.

I would also add a delay so it doesn't start immediately on spawn, cause I noticed some stray fx when the zombie gets killed too quickly, if that is even a possibility in your case.
Thanks, but there's no need. I delete zombies when they die because they used to fall off the map after dying and to avoid having to move the corpses with the cubes. And I added to the function an endon("death") so the fx won't be played again when the zombie dies.
Also I start playing the fx after the zombie has completely risen. Otherwise I would have problems detecting the position of that zombie.

Thank you guys. :)
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The fx was supposedly lopping, or at least that was what FxEditor said. :D

I'm using the second option and works well (I didn't think it before lol).


It can be looping, but when there's a loop-count set in effects editor, it will loop that amount and die out after that.

But good it's working anyway  :)

 
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