Re: [hlcoders] Is it possible to change particle properties via code?

2009-09-26 Thread Jorge Rodriguez
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

Re: [hlcoders] Is it possible to change particle properties via code?

2009-09-26 Thread Andreas Grimm
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

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Ryan Horton
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,

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Saul Rennison
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

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Matt Hoffman
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

Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Joshua Scarsbrook
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

Re: [hlcoders] Is it possible to change particle properties via code?

2009-09-26 Thread Jorge Rodriguez
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