There is already an extension that uses particle() btw. I don't know if any signatures collide however.
UPDATE
Added function
Code:R = particlesList()
--Orson Scott CardIn [his] experience that was a sentence never to be uttered except to prove its own inaccuracyI'm not stupid!
There is already an extension that uses particle() btw. I don't know if any signatures collide however.
Tabbed Prop Spawn Menu
My Website, KAF's Anime Music
Build: F6 quick save, PewPew, interactive tutorial system, custom tools
Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
We have modified and rewritten a number of our addons.
I remember an older E2 extension that did exactly this (I used it on my old server), but the thread is lost somewhere in the forums.
That other one was a bit different. This one lets you make your own effects, whereas the other one let you run premade effects (either effects made using the methods that this extension is using or Orange Box particles).
The other one: http://www.wiremod.com/forum/wiremod...em-loader.html
It had a fair number of problems though, so I rewrote it from scratch a while back.
Tabbed Prop Spawn Menu
My Website, KAF's Anime Music
Build: F6 quick save, PewPew, interactive tutorial system, custom tools
Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
We have modified and rewritten a number of our addons.
Zshelly sent me a list earlier. I haven't looked through the whole thread, but I'll post it.
Code:effects/blooddrop effects/bloodstream effects/laser_tracer effects/select_dot effects/select_ring effects/tool_tracer effects/wheel_ring effects/base effects/blood effects/blood2 effects/blood_core effects/blood_drop effects/blood_gore effects/blood_puff effects/blueblackflash effects/blueblacklargebeam effects/blueflare1 effects/bluelaser1 effects/bluemuzzle effects/bluespark effects/bubble effects/combinemuzzle1 effects/combinemuzzle1_dark effects/combinemuzzle2 effects/combinemuzzle2_dark effects/energyball effects/energysplash effects/exit1 effects/fire_cloud1 effects/fire_cloud2 effects/fire_embers1 effects/fire_embers2 effects/fire_embers3 effects/fleck_glass1 effects/fleck_glass2 effects/fleck_glass3 effects/fleck_tile1 effects/fleck_tile2 effects/fleck_wood1 effects/fleck_wood2 effects/fog_d1_trainstation_02 effects/gunshipmuzzle effects/gunshiptracer effects/hydragutbeam effects/hydragutbeamcap effects/hydraspinalcord effects/laser1 effects/laser_citadel1 effects/mh_blood1 effects/mh_blood2 effects/mh_blood3 effects/muzzleflash1 effects/muzzleflash2 effects/muzzleflash3 effects/muzzleflash4 effects/redflare effects/rollerglow effects/slime1 effects/spark effects/splash1 effects/splash2 effects/splash3 effects/splash4 effects/splashwake1 effects/splashwake3 effects/splashwake4 effects/strider_bulge_dudv effects/strider_muzzle effects/strider_pinch_dudv effects/strider_tracer effects/stunstick effects/tracer_cap effects/tracer_middle effects/tracer_middle2 effects/water_highlight effects/yellowflare effects/muzzleflashX effects/ember_swirling001 shadertest/eyeball sprites/bloodparticle sprites/animglow02 sprites/ar2_muzzle1 sprites/ar2_muzzle3 sprites/ar2_muzzle4 sprites/flamelet1 sprites/flamelet2 sprites/flamelet3 sprites/flamelet4 sprites/flamelet5 sprites/glow03 sprites/light_glow02 sprites/orangecore1 sprites/orangecore2 sprites/orangeflare1 sprites/plasmaember sprites/redglow1 sprites/redglow2 sprites/rico sprites/strider_blackball sprites/strider_bluebeam sprites/tp_beam001 sprites/yellowflare sprites/frostbreath sprites/sent_ball
.siht daer ot gniyrt emit detsaw ev'uoY
Thanks Whosdr.
Is anybody going to use this on their server? It would be nice to have some wide spread useage so that we can get the bugs taken care of quickly.
--Orson Scott CardIn [his] experience that was a sentence never to be uttered except to prove its own inaccuracyI'm not stupid!
It's on sandbox.stramic.com:27015
Seems to send umsgs if someone spams particleGravity() and such.
Tabbed Prop Spawn Menu
My Website, KAF's Anime Music
Build: F6 quick save, PewPew, interactive tutorial system, custom tools
Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
We have modified and rewritten a number of our addons.
Yeah, that's why you'd ideally want to only set it once, or when it changes.. Gravity has to be sent in a usermessage because EVERYTHING about the particle is handled clientside... I'll make it only send usermessages when the gravity/collisions/bounce is something different than its previous, and that should help a bit... Oh, and if you're allowed to make a new particle (no need changing the gravity for a particle thats not even going to be created)
EDIT: testing the code now, Should be released in a couple of minutes (keep in mind that this may add a tiny bit of extra over head (3 new tables) but i doubt tables use that many resources)
Last edited by jacoby6000; 08-03-2010 at 06:31 PM.
--Orson Scott CardIn [his] experience that was a sentence never to be uttered except to prove its own inaccuracyI'm not stupid!
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