I've been playing around with particles to make actors more visually appealing and I need an advice - tried searching but couldn't find anything relevant or simple enough to copy. Can someone please help me fill in the blanks?
Lets say I have an actor with 40 height and 20 radius, a sphere. I'd like to be able to spawn particles randomly all along its surface, going straight up(relatively, not absolutely), if put in a loop like override void Tick().
Sounds simple, but I can't crack this one; something is always wrong no matter what I try - this kind of math wasn't my favourite in high school. :D
Thanks for any info or examples!
Spoiler
Class BlueSphere : Actor
{
override void Tick()
{
super.Tick();
Question
Rifleman
Hi everyone,
I've been playing around with particles to make actors more visually appealing and I need an advice - tried searching but couldn't find anything relevant or simple enough to copy. Can someone please help me fill in the blanks?
Lets say I have an actor with 40 height and 20 radius, a sphere. I'd like to be able to spawn particles randomly all along its surface, going straight up(relatively, not absolutely), if put in a loop like override void Tick().
Sounds simple, but I can't crack this one; something is always wrong no matter what I try - this kind of math wasn't my favourite in high school. :D
Thanks for any info or examples!
Class BlueSphere : Actor
{
override void Tick()
{
super.Tick();
?
A_SpawnParticleEx
(
"0000FF",
TexMan.CheckForTexture (""),
style: STYLE_Add,
flags: SPF_FULLBRIGHT|SPF_RELATIVE,
lifetime: 15,
size: 2.0,
angle: ?,
xoff: ?,
yoff: ?,
zoff: ?,
velx: ?,
vely: ?,
velz: ?,
accelx: ?,
accely: ?,
accelz: ?,
startalphaf: 1.0,
fadestepf: -0.2,
sizestep: 0,
);
}
}
Pic is just for flavour.
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