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//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; }/* if(!isdefined(level._numZombEyeGlows)) { level._numZombEyeGlows = 0; } // if(level.zombie_eyes_limited && level._numZombEyeGlows > 8)// return; if ( level.zombie_eyes_disabled ) { 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 ); level._numZombEyeGlows ++; addtagname(linkTag); self haseyes(1);*/}
// 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 offzombie_eye_glow_stop(){/* if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); level._numZombEyeGlows --; } self haseyes(0);*/}
// Called when either the Zombie dies or if his head gets blown offzombie_eye_glow_stop(){ if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); }}
to stopp the FX after the zombie diedfind this!Code SnippetPlaintextCopy// Called when either the Zombie dies or if his head gets blown offzombie_eye_glow_stop(){ if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); }}and replace it with this code!Code SnippetPlaintextCopy// Called when either the Zombie dies or if his head gets blown offzombie_eye_glow_stop(){/* if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); level._numZombEyeGlows --; } self haseyes(0);*/}
I think you have these backwards?