There are some values which are not in an operator or initializer or
anything, but in the regular properties page of the particle, same page
where you set the particle's texture. Is this the max_particles property
that you're talking about?
--
Jorge Vino Rodriguez
Hi,
the max_particles is editable here:
http://images.saigns.de/max_particles.jpg
Default is 200, but it seems, that valve uses a lowered value ingame ...
When I spawn the default player_dripsred particle of the PCF file, it looks
like this:
http://images.saigns.de/drips_default.jpg
The
I'm trying to make certain props float when they otherwise wouldn't /
shouldn't (for example, large metal objects)
Now, I've gotten this to work to an extent, using
IPhysicsObject::SetBuoyancyRatio()
However, it seems that the way this works depends upon the material used
maybe?
So, for example,
I'm pretty sure mass and density calculates buoyancy :)
Thanks,
- Saul.
2009/9/26 Ryan Horton d.ryan.hor...@gmail.com
I'm trying to make certain props float when they otherwise wouldn't /
shouldn't (for example, large metal objects)
Now, I've gotten this to work to an extent, using
I think Source does it by Material property, but that may be a fallback?
On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote:
I'm pretty sure mass and density calculates buoyancy :)
Thanks,
- Saul.
2009/9/26 Ryan Horton d.ryan.hor...@gmail.com
I'm trying to make
Well look at the airboat code, it works on all types of water and it is
done using code
pPhysAirboat-SetBuoyancyRatio( 0.0f );
PhysSetGameFlags( pPhysAirboat, FVPHYSICS_HEAVY_OBJECT );
well it uses the same code but it is zero
Ryan Horton wrote:
I'm trying to make certain props
Right. How did you spawn those drips? Looks like you just assigned a control
point and had them spit out. Probably what Valve did was spawned the
particles from a particular entity (like the engineer player model) and
there is an initializer in the system called Position on model or some
such that
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